Earrings: Difference between revisions

From PZwiki
(Created page)
 
(Add distro tables, suggest split)
 
(29 intermediate revisions by 7 users not shown)
Line 1: Line 1:
{{languages|Earrings}}
{{Header|Project Zomboid|Items|Clothing|Accessories|Jewelry}}
{{header|The Game World|Items|version=Version 40|incver=43}}{{Infobox normal
{{Page version|41.78.16}}
| display_name = Earrings
{{Split|an article for each type}}
| name_colour =  
{{Reupload|Missing 3D Models}}
| name_text_colour =  
{{Infobox item
| image = Earrings.png
|name=Earrings
| image_width = 120px
|icon=Earring_LoopLrg_Gold.png
| weight = 0.1
|icon_name=Large Gold Looped Earrings
| function = ''None''
|icon2=Earring_LoopMed_Silver.png
| class_name = Base.Earrings}}'''Earrings''' are currently a useless {{T|item}}, and often considered as ''junk''.
|icon_name2=Medium Silver Looped Earrings
|icon3=Earring_LoopSmall_Gold.png
|icon_name3=Small Gold Looped Earrings
<!-- gap to force earrings on different rows -->
|icon9=Earring_Stone_Sapphire.png
|icon_name9=Sapphire Stone Earrings
|icon10=Earring_Stud_Pearl.png
|icon_name10=Pearl Earrings
|icon11=Earring_Dangly_Emerald.png
|icon_name11=Dangly Emerald Earrings
<!-- General -->
|category=Clothing
|weight=0.1
|equipped=Ears<br>EarTop
<!-- Technical details -->
|item_id=''See [[#Variants|variants]]''
}}
'''Earrings''' are a cosmetic item. They have no functionality.


==Usage==
==Distribution==
Earrings are a jewelry item and have no use, being added purely for the purpose of clutter, creating more realism for the {{T|player}} when looting.  
 
===Buildings===
{{See|Businesses}}
Earrings are often stored in homes and apartments around the map.
 
===NPCs===
{{See|NPC}}
[[Zombie]]s will sometimes be found wearing earrings.
 
===Remove from world===
As earrings can often create clutter on a [[multiplayer]] server, they can be removed by editing the <code>SandboxVars.lua</code> file and adding the following to the <code>WorldItemRemovalList</code>:
<pre>Base.Earring_LoopLrg_Gold,Base.Earring_LoopLrg_Silver,Base.Earring_LoopMed_Silver,Base.Earring_LoopMed_Gold,Base.Earring_LoopSmall_Silver_Both,Base.Earring_LoopSmall_Silver_Top,Base.Earring_LoopSmall_Gold_Both,Base.Earring_LoopSmall_Gold_Top,Base.Earring_Stud_Gold,Base.Earring_Stud_Silver,Base.Earring_Stone_Sapphire,Base.Earring_Stone_Emerald,Base.Earring_Stone_Ruby,Base.Earring_Pearl,Base.Earring_Dangly_Sapphire,Base.Earring_Dangly_Emerald,Base.Earring_Dangly_Ruby,Base.Earring_Dangly_Diamond,Base.Earring_Dangly_Pearl</pre>
 
==Variants==
{| class="wikitable theme-red sortable" style="text-align:center;"
! width="100px" | Icon
! Name
! width="40px" | [[File:Moodle_Icon_HeavyLoad.png|link=|Encumbrance]]
! width="75px" | [[File:UI BodyPart.png|32px|link=|Body location]]
! width="220px" | Item ID
|-
| [[File:Earring LoopLrg Gold.png|Large Gold Looped Earrings]]
| Large Gold Looped Earrings
| 0.1
| Ears
| {{ID|Base.Earring_LoopLrg_Gold}}
|-
| [[File:Earring LoopLrg Silver.png|Large Silver Looped Earrings]]
| Large Silver Looped Earrings
| 0.1
| Ears
| {{ID|Base.Earring_LoopLrg_Silver}}
|-
| [[File:Earring LoopMed Silver.png|Medium Silver Looped Earrings]]
| Medium Silver Looped Earrings
| 0.1
| Ears
| {{ID|Base.Earring_LoopMed_Silver}}
|-
| [[File:Earring LoopMed Gold.png|Medium Gold Looped Earrings]]
| Medium Gold Looped Earrings
| 0.1
| Ears
| {{ID|Base.Earring_LoopMed_Gold}}
|-
| [[File:Earring LoopSmall Silver.png|Small Silver Looped Earrings]]
| Small Silver Looped Earrings
| 0.1
| Ears<br>or EarTop
| {{ID|Base.Earring_LoopSmall_Silver_Both}}<br>{{ID|Base.Earring_LoopSmall_Silver_Top}}
|-
| [[File:Earring LoopSmall Gold.png|Small Gold Looped Earrings]]
| Small Gold Looped Earrings
| 0.1
| Ears<br>or EarTop
| {{ID|Base.Earring_LoopSmall_Gold_Both}}<br>{{ID|Base.Earring_LoopSmall_Gold_Top}}
|-
| [[File:Earring Stud Gold.png|Gold Stud Earrings]]
| Gold Stud Earrings
| 0.1
| Ears
| {{ID|Base.Earring_Stud_Gold}}
|-
| [[File:Earring Stud Silver.png|Silver Stud Earrings]]
| Silver Stud Earrings
| 0.1
| Ears
| {{ID|Base.Earring_Stud_Silver}}
|-
| [[File:Earring Stone Sapphire.png|Sapphire Stone Earrings]]
| Sapphire Stone Earrings
| 0.1
| Ears
| {{ID|Base.Earring_Stone_Sapphire}}
|-
| [[File:Earring Stone Emerald.png|Emerald Earrings]]
| Emerald Earrings
| 0.1
| Ears
| {{ID|Base.Earring_Stone_Emerald}}
|-
| [[File:Earring Stone Ruby.png|Ruby Earrings]]
| Ruby Earrings
| 0.1
| Ears
| {{ID|Base.Earring_Stone_Ruby}}
|-
| [[File:Earring Stud Pearl.png|Pearl Earrings]]
| Pearl Earrings
| 0.1
| Ears
| {{ID|Base.Earring_Pearl}}
|-
| [[File:Earring Dangly Sapphire.png|Dangly Sapphire Earrings]]
| Dangly Sapphire Earrings
| 0.1
| Ears
| {{ID|Base.Earring_Dangly_Sapphire}}
|-
| [[File:Earring Dangly Emerald.png|Dangly Emerald Earrings]]
| Dangly Emerald Earrings
| 0.1
| Ears
| {{ID|Base.Earring_Dangly_Emerald}}
|-
| [[File:Earring Dangly Ruby.png|Dangly Ruby Earrings]]
| Dangly Ruby Earrings
| 0.1
| Ears
| {{ID|Base.Earring_Dangly_Ruby}}
|-
| [[File:Earring Dangly Diamond.png|Dangly Diamond Earrings]]
| Dangly Diamond Earrings
| 0.1
| Ears
| {{ID|Base.Earring_Dangly_Diamond}}
|-
| [[File:Earring Dangly Pearl.png|Dangly Pearl Earrings]]
| Dangly Pearl Earrings
| 0.1
| Ears
| {{ID|Base.Earring_Dangly_Pearl}}
|}
 
==Trivia==
*Prior to [[build 41]], earrings could not be worn, and had only 1 variant. This variant of earrings has since been removed.
{| class="wikitable theme-red"
!Icon
!Name
!Item ID
|-
| [[File:Earrings.png]]
| Earrings
| {{ID|Base.Earrings}}
|}
 
==Distributions==
<!--BOT FLAG|Earring_LoopLrg_Gold|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Earring_LoopLrg_Gold distribution
        <span class="mw-customtoggle-togglebox-Earring_LoopLrg_Gold" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-Earring_LoopLrg_Gold">
    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.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | all
    | {{ll|plankstash}}
    | 23.28%
    |-
    | closet
    | {{ll|crate}}
    | 23.28%
    |-
    | departmentstore
    | {{ll|displaycase}}
    | 23.28%
    |-
    | garagestorage
    | {{ll|crate}}
    | 23.28%
    |-
    | jewelrystorage
    | {{ll|crate}}
    | 19.27%
    |-
    | jewelrystorage
    | {{ll|metal_shelves}}
    | 19.27%
    |-
    | jewelrystore
    | {{ll|displaycase}}
    | 23.28%
    |-
    | livingroom
    | {{ll|wardrobe}}
    | 23.28%
    |-
    | pawnshop
    | {{ll|displaycase}}
    | 23.28%
    |-
    | pawnshopoffice
    | {{ll|crate}}
    | 19.27%
    |-
    | storageunit
    | {{ll|crate}}
    | 23.28%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Earring_LoopLrg_Gold" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Earring_LoopLrg_Gold|41.78.16-->
 
<!--BOT FLAG|Earring_LoopMed_Silver|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Earring_LoopMed_Silver distribution
        <span class="mw-customtoggle-togglebox-Earring_LoopMed_Silver" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-Earring_LoopMed_Silver">
    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.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | departmentstore
    | {{ll|displaycase}}
    | 23.28%
    |-
    | jewelrystorage
    | {{ll|crate}}
    | 19.27%
    |-
    | jewelrystorage
    | {{ll|metal_shelves}}
    | 19.27%
    |-
    | jewelrystore
    | {{ll|displaycase}}
    | 23.28%
    |-
    | pawnshop
    | {{ll|displaycase}}
    | 23.28%
    |-
    | pawnshopoffice
    | {{ll|crate}}
    | 19.27%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Earring_LoopMed_Silver" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Earring_LoopMed_Silver|41.78.16-->
 
<!--BOT FLAG|Earring_LoopMed_Gold|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Earring_LoopMed_Gold distribution
        <span class="mw-customtoggle-togglebox-Earring_LoopMed_Gold" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-Earring_LoopMed_Gold">
    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.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | all
    | {{ll|plankstash}}
    | 23.28%
    |-
    | closet
    | {{ll|crate}}
    | 23.28%
    |-
    | departmentstore
    | {{ll|displaycase}}
    | 23.28%
    |-
    | garagestorage
    | {{ll|crate}}
    | 23.28%
    |-
    | jewelrystorage
    | {{ll|crate}}
    | 19.27%
    |-
    | jewelrystorage
    | {{ll|metal_shelves}}
    | 19.27%
    |-
    | jewelrystore
    | {{ll|displaycase}}
    | 23.28%
    |-
    | livingroom
    | {{ll|wardrobe}}
    | 23.28%
    |-
    | pawnshop
    | {{ll|displaycase}}
    | 23.28%
    |-
    | pawnshopoffice
    | {{ll|crate}}
    | 19.27%
    |-
    | storageunit
    | {{ll|crate}}
    | 23.28%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Earring_LoopMed_Gold" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Earring_LoopMed_Gold|41.78.16-->
 
<!--BOT FLAG|Earring_LoopSmall_Silver_Top|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Earring_LoopSmall_Silver_Top distribution
        <span class="mw-customtoggle-togglebox-Earring_LoopSmall_Silver_Top" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-Earring_LoopSmall_Silver_Top">
    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.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | departmentstore
    | {{ll|displaycase}}
    | 23.28%
    |-
    | jewelrystorage
    | {{ll|crate}}
    | 19.27%
    |-
    | jewelrystorage
    | {{ll|metal_shelves}}
    | 19.27%
    |-
    | jewelrystore
    | {{ll|displaycase}}
    | 23.28%
    |-
    | pawnshop
    | {{ll|displaycase}}
    | 23.28%
    |-
    | pawnshopoffice
    | {{ll|crate}}
    | 19.27%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Earring_LoopSmall_Silver_Top" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Earring_LoopSmall_Silver_Top|41.78.16-->
 
<!--BOT FLAG|Earring_LoopSmall_Silver_Both|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Earring_LoopSmall_Silver_Both distribution
        <span class="mw-customtoggle-togglebox-Earring_LoopSmall_Silver_Both" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-Earring_LoopSmall_Silver_Both">
    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.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | departmentstore
    | {{ll|displaycase}}
    | 23.28%
    |-
    | jewelrystorage
    | {{ll|crate}}
    | 19.27%
    |-
    | jewelrystorage
    | {{ll|metal_shelves}}
    | 19.27%
    |-
    | jewelrystore
    | {{ll|displaycase}}
    | 23.28%
    |-
    | pawnshop
    | {{ll|displaycase}}
    | 23.28%
    |-
    | pawnshopoffice
    | {{ll|crate}}
    | 19.27%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Earring_LoopSmall_Silver_Both" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Earring_LoopSmall_Silver_Both|41.78.16-->
 
<!--BOT FLAG|Earring_LoopSmall_Gold_Top|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Earring_LoopSmall_Gold_Top distribution
        <span class="mw-customtoggle-togglebox-Earring_LoopSmall_Gold_Top" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-Earring_LoopSmall_Gold_Top">
    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.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | all
    | {{ll|plankstash}}
    | 23.28%
    |-
    | closet
    | {{ll|crate}}
    | 23.28%
    |-
    | departmentstore
    | {{ll|displaycase}}
    | 23.28%
    |-
    | garagestorage
    | {{ll|crate}}
    | 23.28%
    |-
    | jewelrystorage
    | {{ll|crate}}
    | 19.27%
    |-
    | jewelrystorage
    | {{ll|metal_shelves}}
    | 19.27%
    |-
    | jewelrystore
    | {{ll|displaycase}}
    | 23.28%
    |-
    | livingroom
    | {{ll|wardrobe}}
    | 23.28%
    |-
    | pawnshop
    | {{ll|displaycase}}
    | 23.28%
    |-
    | pawnshopoffice
    | {{ll|crate}}
    | 19.27%
    |-
    | storageunit
    | {{ll|crate}}
    | 23.28%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Earring_LoopSmall_Gold_Top" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Earring_LoopSmall_Gold_Top|41.78.16-->
 
<!--BOT FLAG|Earring_LoopSmall_Gold_Both|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Earring_LoopSmall_Gold_Both distribution
        <span class="mw-customtoggle-togglebox-Earring_LoopSmall_Gold_Both" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-Earring_LoopSmall_Gold_Both">
    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.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | all
    | {{ll|plankstash}}
    | 23.28%
    |-
    | closet
    | {{ll|crate}}
    | 23.28%
    |-
    | departmentstore
    | {{ll|displaycase}}
    | 23.28%
    |-
    | garagestorage
    | {{ll|crate}}
    | 23.28%
    |-
    | jewelrystorage
    | {{ll|crate}}
    | 19.27%
    |-
    | jewelrystorage
    | {{ll|metal_shelves}}
    | 19.27%
    |-
    | jewelrystore
    | {{ll|displaycase}}
    | 23.28%
    |-
    | livingroom
    | {{ll|wardrobe}}
    | 23.28%
    |-
    | pawnshop
    | {{ll|displaycase}}
    | 23.28%
    |-
    | pawnshopoffice
    | {{ll|crate}}
    | 19.27%
    |-
    | storageunit
    | {{ll|crate}}
    | 23.28%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Earring_LoopSmall_Gold_Both" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Earring_LoopSmall_Gold_Both|41.78.16-->
 
<!--BOT FLAG|Earring_Stud_Gold|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Earring_Stud_Gold distribution
        <span class="mw-customtoggle-togglebox-Earring_Stud_Gold" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-Earring_Stud_Gold">
    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.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | BandPractice
    | {{ll|crate}}
    | 19.27%
    |-
    | BandPractice
    | {{ll|metal_shelves}}
    | 19.27%
    |-
    | all
    | {{ll|plankstash}}
    | 23.28%
    |-
    | bandlivingroom
    | {{ll|locker}}
    | 19.27%
    |-
    | closet
    | {{ll|crate}}
    | 23.28%
    |-
    | departmentstore
    | {{ll|displaycase}}
    | 23.28%
    |-
    | garagestorage
    | {{ll|crate}}
    | 23.28%
    |-
    | jewelrystorage
    | {{ll|crate}}
    | 19.27%
    |-
    | jewelrystorage
    | {{ll|metal_shelves}}
    | 19.27%
    |-
    | jewelrystore
    | {{ll|displaycase}}
    | 23.28%
    |-
    | livingroom
    | {{ll|wardrobe}}
    | 23.28%
    |-
    | pawnshop
    | {{ll|displaycase}}
    | 23.28%
    |-
    | pawnshopoffice
    | {{ll|crate}}
    | 19.27%
    |-
    | storageunit
    | {{ll|crate}}
    | 23.28%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Earring_Stud_Gold" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Earring_Stud_Gold|41.78.16-->
 
<!--BOT FLAG|Earring_Stud_Silver|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Earring_Stud_Silver distribution
        <span class="mw-customtoggle-togglebox-Earring_Stud_Silver" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-Earring_Stud_Silver">
    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.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | departmentstore
    | {{ll|displaycase}}
    | 23.28%
    |-
    | jewelrystorage
    | {{ll|crate}}
    | 19.27%
    |-
    | jewelrystorage
    | {{ll|metal_shelves}}
    | 19.27%
    |-
    | jewelrystore
    | {{ll|displaycase}}
    | 23.28%
    |-
    | pawnshop
    | {{ll|displaycase}}
    | 23.28%
    |-
    | pawnshopoffice
    | {{ll|crate}}
    | 19.27%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Earring_Stud_Silver" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Earring_Stud_Silver|41.78.16-->
 
<!--BOT FLAG|Earring_Stone_Sapphire|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Earring_Stone_Sapphire distribution
        <span class="mw-customtoggle-togglebox-Earring_Stone_Sapphire" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-Earring_Stone_Sapphire">
    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.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | departmentstore
    | {{ll|displaycase}}
    | 15.1%
    |-
    | jewelrystorage
    | {{ll|crate}}
    | 10.78%
    |-
    | jewelrystorage
    | {{ll|metal_shelves}}
    | 10.78%
    |-
    | jewelrystore
    | {{ll|displaycase}}
    | 15.1%
    |-
    | pawnshopoffice
    | {{ll|crate}}
    | 10.78%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Earring_Stone_Sapphire" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Earring_Stone_Sapphire|41.78.16-->
 
<!--BOT FLAG|Earring_Stone_Emerald|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Earring_Stone_Emerald distribution
        <span class="mw-customtoggle-togglebox-Earring_Stone_Emerald" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-Earring_Stone_Emerald">
    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.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | departmentstore
    | {{ll|displaycase}}
    | 15.1%
    |-
    | jewelrystorage
    | {{ll|crate}}
    | 10.78%
    |-
    | jewelrystorage
    | {{ll|metal_shelves}}
    | 10.78%
    |-
    | jewelrystore
    | {{ll|displaycase}}
    | 15.1%
    |-
    | pawnshopoffice
    | {{ll|crate}}
    | 10.78%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Earring_Stone_Emerald" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Earring_Stone_Emerald|41.78.16-->
 
<!--BOT FLAG|Earring_Stone_Ruby|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Earring_Stone_Ruby distribution
        <span class="mw-customtoggle-togglebox-Earring_Stone_Ruby" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-Earring_Stone_Ruby">
    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.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | departmentstore
    | {{ll|displaycase}}
    | 15.1%
    |-
    | jewelrystorage
    | {{ll|crate}}
    | 10.78%
    |-
    | jewelrystorage
    | {{ll|metal_shelves}}
    | 10.78%
    |-
    | jewelrystore
    | {{ll|displaycase}}
    | 15.1%
    |-
    | pawnshopoffice
    | {{ll|crate}}
    | 10.78%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Earring_Stone_Ruby" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Earring_Stone_Ruby|41.78.16-->
 
<!--BOT FLAG|Earring_Pearl|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Earring_Pearl distribution
        <span class="mw-customtoggle-togglebox-Earring_Pearl" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-Earring_Pearl">
    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.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | departmentstore
    | {{ll|displaycase}}
    | 19.27%
    |-
    | jewelrystore
    | {{ll|displaycase}}
    | 19.27%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Earring_Pearl" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Earring_Pearl|41.78.16-->
 
<!--BOT FLAG|Earring_Dangly_Sapphire|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Earring_Dangly_Sapphire distribution
        <span class="mw-customtoggle-togglebox-Earring_Dangly_Sapphire" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-Earring_Dangly_Sapphire">
    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.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | departmentstore
    | {{ll|displaycase}}
    | 15.1%
    |-
    | jewelrystorage
    | {{ll|crate}}
    | 10.78%
    |-
    | jewelrystorage
    | {{ll|metal_shelves}}
    | 10.78%
    |-
    | jewelrystore
    | {{ll|displaycase}}
    | 15.1%
    |-
    | pawnshopoffice
    | {{ll|crate}}
    | 10.78%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Earring_Dangly_Sapphire" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Earring_Dangly_Sapphire|41.78.16-->
 
<!--BOT FLAG|Earring_Dangly_Emerald|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Earring_Dangly_Emerald distribution
        <span class="mw-customtoggle-togglebox-Earring_Dangly_Emerald" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-Earring_Dangly_Emerald">
    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.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | departmentstore
    | {{ll|displaycase}}
    | 15.1%
    |-
    | jewelrystorage
    | {{ll|crate}}
    | 10.78%
    |-
    | jewelrystorage
    | {{ll|metal_shelves}}
    | 10.78%
    |-
    | jewelrystore
    | {{ll|displaycase}}
    | 15.1%
    |-
    | pawnshopoffice
    | {{ll|crate}}
    | 10.78%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Earring_Dangly_Emerald" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Earring_Dangly_Emerald|41.78.16-->
 
<!--BOT FLAG|Earring_Dangly_Ruby|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Earring_Dangly_Ruby distribution
        <span class="mw-customtoggle-togglebox-Earring_Dangly_Ruby" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-Earring_Dangly_Ruby">
    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.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | departmentstore
    | {{ll|displaycase}}
    | 15.1%
    |-
    | jewelrystorage
    | {{ll|crate}}
    | 10.78%
    |-
    | jewelrystorage
    | {{ll|metal_shelves}}
    | 10.78%
    |-
    | jewelrystore
    | {{ll|displaycase}}
    | 15.1%
    |-
    | pawnshopoffice
    | {{ll|crate}}
    | 10.78%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Earring_Dangly_Ruby" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Earring_Dangly_Ruby|41.78.16-->
 
<!--BOT FLAG|Earring_Dangly_Diamond|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Earring_Dangly_Diamond distribution
        <span class="mw-customtoggle-togglebox-Earring_Dangly_Diamond" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-Earring_Dangly_Diamond">
    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.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | departmentstore
    | {{ll|displaycase}}
    | 10.78%
    |-
    | jewelrystorage
    | {{ll|crate}}
    | 3.98%
    |-
    | jewelrystorage
    | {{ll|metal_shelves}}
    | 3.98%
    |-
    | jewelrystore
    | {{ll|displaycase}}
    | 10.78%
    |-
    | pawnshopoffice
    | {{ll|crate}}
    | 3.98%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Earring_Dangly_Diamond" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Earring_Dangly_Diamond|41.78.16-->
 
<!--BOT FLAG|Earring_Dangly_Pearl|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Earring_Dangly_Pearl distribution
        <span class="mw-customtoggle-togglebox-Earring_Dangly_Pearl" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-Earring_Dangly_Pearl">
    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.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | departmentstore
    | {{ll|displaycase}}
    | 19.27%
    |-
    | jewelrystorage
    | {{ll|crate}}
    | 15.1%
    |-
    | jewelrystorage
    | {{ll|metal_shelves}}
    | 15.1%
    |-
    | jewelrystore
    | {{ll|displaycase}}
    | 19.27%
    |-
    | pawnshopoffice
    | {{ll|crate}}
    | 15.1%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Earring_Dangly_Pearl" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Earring_Dangly_Pearl|41.78.16-->
 
==Code==
{{CodeBox|[[File:Earring LoopLrg Gold.png]] {{ID|Base.Earring_LoopLrg_Gold}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 315
  | source = clothing_jewellery.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item Earring_LoopLrg_Gold
{
    DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Large Gold Looped Earrings,
ClothingItem = Earring_LoopLrg_Gold_Both,
BodyLocation = Ears,
Icon = Earring_LoopLrg_Gold,
Weight = 0.1,
Cosmetic = TRUE,
WorldStaticModel = Earring_LoopLrg_Ground,
}
}}


==Distribution==
[[File:Earring LoopLrg Silver.png]] {{ID|Base.Earring_LoopLrg_Silver}}<br>
Earrings can be found on corpses, in [[purse]]s and in some stores.  
{{CodeSnip
  | lang = java
  | line = true
  | start = 327
  | source = clothing_jewellery.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item Earring_LoopLrg_Silver
{
    DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Large Silver Looped Earrings,
ClothingItem = Earring_LoopLrg_Silver_Both,
BodyLocation = Ears,
Icon = Earring_LoopLrg_Silver,
Weight = 0.1,
Cosmetic = TRUE,
WorldStaticModel = Earring_LoopLrgSilver_Ground,
}
}}
 
[[File:Earring LoopMed Silver.png]] {{ID|Base.Earring_LoopMed_Silver}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 339
  | source = clothing_jewellery.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item Earring_LoopMed_Silver
{
    DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Medium Silver Looped Earrings,
ClothingItem = Earring_LoopMed_Silver_Both,
BodyLocation = Ears,
Icon = Earring_LoopMed_Silver,
Weight = 0.1,
Cosmetic = TRUE,
WorldStaticModel = Earring_LoopMedSilver_Ground,
}
}}
 
[[File:Earring LoopMed Gold.png]] {{ID|Base.Earring_LoopMed_Gold}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 351
  | source = clothing_jewellery.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item Earring_LoopMed_Gold
{
    DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Medium Gold Looped Earrings,
ClothingItem = Earring_LoopMed_Gold_Both,
BodyLocation = Ears,
Icon = Earring_LoopMed_Gold,
Weight = 0.1,
Cosmetic = TRUE,
WorldStaticModel = Earring_LoopMed_Ground,
}
}}
 
[[File:Earring LoopSmall Silver.png]] {{ID|Base.Earring_LoopSmall_Silver_Both '''&''' Base.Earring_LoopSmall_Silver_Top}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 363
  | source = clothing_jewellery.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item Earring_LoopSmall_Silver_Both
{
    DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Small Silver Looped Earrings,
ClothingItem = Earring_LoopSmall_Silver_Both,
BodyLocation = Ears,
Icon = Earring_LoopSmall_Silver,
Weight = 0.1,
ClothingItemExtra = Earring_LoopSmall_Silver_Top,
        ClothingItemExtraOption = PutOnEartop,
Cosmetic = TRUE,
WorldStaticModel = Earring_LoopSmallSilver_Ground,
}
}}
 
[[File:Earring LoopSmall Gold.png]] {{ID|Base.Earring_LoopSmall_Gold_Both '''&''' Base.Earring_LoopSmall_Gold_Top}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 377
  | source = clothing_jewellery.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item Earring_LoopSmall_Gold_Both
{
    DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Small Gold Looped Earrings,
ClothingItem = Earring_LoopSmall_Gold_Both,
BodyLocation = Ears,
Icon = Earring_LoopSmall_Gold,
Weight = 0.1,
ClothingItemExtra = Earring_LoopSmall_Gold_Top,
        ClothingItemExtraOption = PutOnEartop,
Cosmetic = TRUE,
WorldStaticModel = Earring_LoopSmall_Ground,
}
}}
 
[[File:Earring Stud Gold.png]] {{ID|Base.Earring_Stud_Gold}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 419
  | source = clothing_jewellery.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item Earring_Stud_Gold
{
    DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Gold Stud Earrings,
ClothingItem = Earring_Stud_Gold_Both,
BodyLocation = Ears,
Icon = Earring_Stud_Gold,
Weight = 0.1,
Cosmetic = TRUE,
WorldStaticModel = Earring_LoopSmall_Ground,
}
}}
 
[[File:Earring Stud Silver.png]] {{ID|Base.Earring_Stud_Silver}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 431
  | source = clothing_jewellery.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item Earring_Stud_Silver
{
    DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Silver Stud Earrings,
ClothingItem = Earring_Stud_Silver_Both,
BodyLocation = Ears,
Icon = Earring_Stud_Silver,
Weight = 0.1,
Cosmetic = TRUE,
WorldStaticModel = Earring_LoopSmallSilver_Ground,
}
}}
 
[[File:Earring Stone Sapphire.png]] {{ID|Base.Earring_Stone_Sapphire}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 443
  | source = clothing_jewellery.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item Earring_Stone_Sapphire
{
    DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Sapphire Stone Earrings,
ClothingItem = Earring_Stone_Sapphire_Both,
BodyLocation = Ears,
Icon = Earring_Stone_Sapphire,
Weight = 0.1,
Cosmetic = TRUE,
WorldStaticModel = Earring_LoopSmallSilver_Ground,
}
}}
 
[[File:Earring Stone Emerald.png]] {{ID|Base.Earring_Stone_Emerald}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 455
  | source = clothing_jewellery.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item Earring_Stone_Emerald
{
    DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Emerald Earrings,
ClothingItem = Earring_Stone_Emerald_Both,
BodyLocation = Ears,
Icon = Earring_Stone_Emerald,
Weight = 0.1,
Cosmetic = TRUE,
WorldStaticModel = Earring_LoopSmallSilver_Ground,
}
}}
 
[[File:Earring Stone Ruby.png]] {{ID|Base.Earring_Stone_Ruby}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 467
  | source = clothing_jewellery.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item Earring_Stone_Ruby
{
    DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Ruby Earrings,
ClothingItem = Earring_Stone_Ruby_Both,
BodyLocation = Ears,
Icon = Earring_Stone_Ruby,
Weight = 0.1,
Cosmetic = TRUE,
WorldStaticModel = Earring_LoopSmallSilver_Ground,
}
}}
 
[[File:Earring Stud Pearl.png]] {{ID|Base.Earring_Pearl}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 479
  | source = clothing_jewellery.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item Earring_Pearl
{
    DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Pearl Earrings,
ClothingItem = Earring_Pearl_Both,
BodyLocation = Ears,
Icon = Earring_Stud_Pearl,
Weight = 0.1,
Cosmetic = TRUE,
WorldStaticModel = Earring_LoopSmallSilver_Ground,
}
}}
 
[[File:Earring Dangly Sapphire.png]] {{ID|Base.Earring_Dangly_Sapphire}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 491
  | source = clothing_jewellery.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item Earring_Dangly_Sapphire
{
    DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Dangly Sapphire Earrings,
ClothingItem = Earring_Dangly_Sapphire_Both,
BodyLocation = Ears,
Icon = Earring_Dangly_Sapphire,
Weight = 0.1,
Cosmetic = TRUE,
WorldStaticModel = Earring_LoopSmallSilver_Ground,
}
}}
 
[[File:Earring Dangly Emerald.png]] {{ID|Base.Earring_Dangly_Emerald}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 503
  | source = clothing_jewellery.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item Earring_Dangly_Emerald
{
    DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Dangly Sapphire Earrings,
ClothingItem = Earring_Dangly_Emerald_Both,
BodyLocation = Ears,
Icon = Earring_Dangly_Emerald,
Weight = 0.1,
Cosmetic = TRUE,
WorldStaticModel = Earring_LoopSmallSilver_Ground,
}
}}
 
[[File:Earring Dangly Ruby.png]] {{ID|Base.Earring_Dangly_Ruby}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 515
  | source = clothing_jewellery.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item Earring_Dangly_Ruby
{
    DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Dangly Ruby Earrings,
ClothingItem = Earring_Dangly_Ruby_Both,
BodyLocation = Ears,
Icon = Earring_Dangly_Ruby,
Weight = 0.1,
Cosmetic = TRUE,
WorldStaticModel = Earring_LoopSmallSilver_Ground,
}
}}
 
[[File:Earring Dangly Diamond.png]] {{ID|Base.Earring_Dangly_Diamond}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 527
  | source = clothing_jewellery.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item Earring_Dangly_Diamond
{
    DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Dangly Diamond Earrings,
ClothingItem = Earring_Dangly_Diamond_Both,
BodyLocation = Ears,
Icon = Earring_Dangly_Diamond,
Weight = 0.1,
Cosmetic = TRUE,
WorldStaticModel = Earring_LoopSmallSilver_Ground,
}
}}
 
[[File:Earring Dangly Pearl.png]] {{ID|Base.Earring_Dangly_Pearl}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 539
  | source = clothing_jewellery.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item Earring_Dangly_Pearl
{
    DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Dangly Pearl Earrings,
ClothingItem = Earring_Dangly_Pearl_Both,
BodyLocation = Ears,
Icon = Earring_Dangly_Pearl,
Weight = 0.1,
Cosmetic = TRUE,
WorldStaticModel = Earring_LoopSmallSilver_Ground,
}
}}


== Code ==
}}
'''''From newitems.txt (Project Zomboid directory/media/scripts/)'''''
{{Retrieved|version=40|incver=43}}
<pre> item Earrings
Weight = 0.1,
Type = Normal,
DisplayName = Earrings,
Icon = Earrings,
MetalValue = 25,
</pre>


==See also==
==See also==
* [[Locket]]
*[[Choker]]
* [[Wedding Ring]]
*[[Necklace]]
*[[Ring]]
 
{{Navbox items|accessories}}

Latest revision as of 14:55, 4 May 2024

UI Tick.png
This page has been revised for the current stable version (41.78.16).
Help by adding any missing content. [edit]
Scissors.png
It has been suggested that this article should be split into an article for each type.
Frame.png
This article contains outdated/low-quality images.
Reason: Missing 3D Models
Please help the PZwiki by uploading an improved/updated version of the image(s) found on this page.
Earrings
Large Gold Looped Earrings
Medium Silver Looped Earrings
Small Gold Looped Earrings
Sapphire Stone Earrings
Pearl Earrings
Dangly Emerald Earrings
General
Category
Clothing
Encumbrance
Moodle Icon HeavyLoad.png
0.1
Equipped
Ears
EarTop
Technical
Item ID

Earrings are a cosmetic item. They have no functionality.

Distribution

Buildings

See more: Businesses

Earrings are often stored in homes and apartments around the map.

NPCs

See more: NPC

Zombies will sometimes be found wearing earrings.

Remove from world

As earrings can often create clutter on a multiplayer server, they can be removed by editing the SandboxVars.lua file and adding the following to the WorldItemRemovalList:

Base.Earring_LoopLrg_Gold,Base.Earring_LoopLrg_Silver,Base.Earring_LoopMed_Silver,Base.Earring_LoopMed_Gold,Base.Earring_LoopSmall_Silver_Both,Base.Earring_LoopSmall_Silver_Top,Base.Earring_LoopSmall_Gold_Both,Base.Earring_LoopSmall_Gold_Top,Base.Earring_Stud_Gold,Base.Earring_Stud_Silver,Base.Earring_Stone_Sapphire,Base.Earring_Stone_Emerald,Base.Earring_Stone_Ruby,Base.Earring_Pearl,Base.Earring_Dangly_Sapphire,Base.Earring_Dangly_Emerald,Base.Earring_Dangly_Ruby,Base.Earring_Dangly_Diamond,Base.Earring_Dangly_Pearl

Variants

Icon Name Encumbrance Body location Item ID
Large Gold Looped Earrings Large Gold Looped Earrings 0.1 Ears Base.Earring_LoopLrg_Gold
Large Silver Looped Earrings Large Silver Looped Earrings 0.1 Ears Base.Earring_LoopLrg_Silver
Medium Silver Looped Earrings Medium Silver Looped Earrings 0.1 Ears Base.Earring_LoopMed_Silver
Medium Gold Looped Earrings Medium Gold Looped Earrings 0.1 Ears Base.Earring_LoopMed_Gold
Small Silver Looped Earrings Small Silver Looped Earrings 0.1 Ears
or EarTop
Base.Earring_LoopSmall_Silver_Both
Base.Earring_LoopSmall_Silver_Top
Small Gold Looped Earrings Small Gold Looped Earrings 0.1 Ears
or EarTop
Base.Earring_LoopSmall_Gold_Both
Base.Earring_LoopSmall_Gold_Top
Gold Stud Earrings Gold Stud Earrings 0.1 Ears Base.Earring_Stud_Gold
Silver Stud Earrings Silver Stud Earrings 0.1 Ears Base.Earring_Stud_Silver
Sapphire Stone Earrings Sapphire Stone Earrings 0.1 Ears Base.Earring_Stone_Sapphire
Emerald Earrings Emerald Earrings 0.1 Ears Base.Earring_Stone_Emerald
Ruby Earrings Ruby Earrings 0.1 Ears Base.Earring_Stone_Ruby
Pearl Earrings Pearl Earrings 0.1 Ears Base.Earring_Pearl
Dangly Sapphire Earrings Dangly Sapphire Earrings 0.1 Ears Base.Earring_Dangly_Sapphire
Dangly Emerald Earrings Dangly Emerald Earrings 0.1 Ears Base.Earring_Dangly_Emerald
Dangly Ruby Earrings Dangly Ruby Earrings 0.1 Ears Base.Earring_Dangly_Ruby
Dangly Diamond Earrings Dangly Diamond Earrings 0.1 Ears Base.Earring_Dangly_Diamond
Dangly Pearl Earrings Dangly Pearl Earrings 0.1 Ears Base.Earring_Dangly_Pearl

Trivia

  • Prior to build 41, earrings could not be worn, and had only 1 variant. This variant of earrings has since been removed.
Icon Name Item ID
Earrings.png Earrings Base.Earrings

Distributions

Earring_LoopLrg_Gold 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
all plankstash 23.28%
closet crate 23.28%
departmentstore displaycase 23.28%
garagestorage crate 23.28%
jewelrystorage crate 19.27%
jewelrystorage metal_shelves 19.27%
jewelrystore displaycase 23.28%
livingroom wardrobe 23.28%
pawnshop displaycase 23.28%
pawnshopoffice crate 19.27%
storageunit crate 23.28%
Earring_LoopMed_Silver 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
departmentstore displaycase 23.28%
jewelrystorage crate 19.27%
jewelrystorage metal_shelves 19.27%
jewelrystore displaycase 23.28%
pawnshop displaycase 23.28%
pawnshopoffice crate 19.27%
Earring_LoopMed_Gold 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
all plankstash 23.28%
closet crate 23.28%
departmentstore displaycase 23.28%
garagestorage crate 23.28%
jewelrystorage crate 19.27%
jewelrystorage metal_shelves 19.27%
jewelrystore displaycase 23.28%
livingroom wardrobe 23.28%
pawnshop displaycase 23.28%
pawnshopoffice crate 19.27%
storageunit crate 23.28%
Earring_LoopSmall_Silver_Top 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
departmentstore displaycase 23.28%
jewelrystorage crate 19.27%
jewelrystorage metal_shelves 19.27%
jewelrystore displaycase 23.28%
pawnshop displaycase 23.28%
pawnshopoffice crate 19.27%
Earring_LoopSmall_Silver_Both 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
departmentstore displaycase 23.28%
jewelrystorage crate 19.27%
jewelrystorage metal_shelves 19.27%
jewelrystore displaycase 23.28%
pawnshop displaycase 23.28%
pawnshopoffice crate 19.27%
Earring_LoopSmall_Gold_Top 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
all plankstash 23.28%
closet crate 23.28%
departmentstore displaycase 23.28%
garagestorage crate 23.28%
jewelrystorage crate 19.27%
jewelrystorage metal_shelves 19.27%
jewelrystore displaycase 23.28%
livingroom wardrobe 23.28%
pawnshop displaycase 23.28%
pawnshopoffice crate 19.27%
storageunit crate 23.28%
Earring_LoopSmall_Gold_Both 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
all plankstash 23.28%
closet crate 23.28%
departmentstore displaycase 23.28%
garagestorage crate 23.28%
jewelrystorage crate 19.27%
jewelrystorage metal_shelves 19.27%
jewelrystore displaycase 23.28%
livingroom wardrobe 23.28%
pawnshop displaycase 23.28%
pawnshopoffice crate 19.27%
storageunit crate 23.28%
Earring_Stud_Gold 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
BandPractice crate 19.27%
BandPractice metal_shelves 19.27%
all plankstash 23.28%
bandlivingroom locker 19.27%
closet crate 23.28%
departmentstore displaycase 23.28%
garagestorage crate 23.28%
jewelrystorage crate 19.27%
jewelrystorage metal_shelves 19.27%
jewelrystore displaycase 23.28%
livingroom wardrobe 23.28%
pawnshop displaycase 23.28%
pawnshopoffice crate 19.27%
storageunit crate 23.28%
Earring_Stud_Silver 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
departmentstore displaycase 23.28%
jewelrystorage crate 19.27%
jewelrystorage metal_shelves 19.27%
jewelrystore displaycase 23.28%
pawnshop displaycase 23.28%
pawnshopoffice crate 19.27%
Earring_Stone_Sapphire 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
departmentstore displaycase 15.1%
jewelrystorage crate 10.78%
jewelrystorage metal_shelves 10.78%
jewelrystore displaycase 15.1%
pawnshopoffice crate 10.78%
Earring_Stone_Emerald 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
departmentstore displaycase 15.1%
jewelrystorage crate 10.78%
jewelrystorage metal_shelves 10.78%
jewelrystore displaycase 15.1%
pawnshopoffice crate 10.78%
Earring_Stone_Ruby 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
departmentstore displaycase 15.1%
jewelrystorage crate 10.78%
jewelrystorage metal_shelves 10.78%
jewelrystore displaycase 15.1%
pawnshopoffice crate 10.78%
Earring_Pearl 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
departmentstore displaycase 19.27%
jewelrystore displaycase 19.27%
Earring_Dangly_Sapphire 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
departmentstore displaycase 15.1%
jewelrystorage crate 10.78%
jewelrystorage metal_shelves 10.78%
jewelrystore displaycase 15.1%
pawnshopoffice crate 10.78%
Earring_Dangly_Emerald 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
departmentstore displaycase 15.1%
jewelrystorage crate 10.78%
jewelrystorage metal_shelves 10.78%
jewelrystore displaycase 15.1%
pawnshopoffice crate 10.78%
Earring_Dangly_Ruby 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
departmentstore displaycase 15.1%
jewelrystorage crate 10.78%
jewelrystorage metal_shelves 10.78%
jewelrystore displaycase 15.1%
pawnshopoffice crate 10.78%
Earring_Dangly_Diamond 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
departmentstore displaycase 10.78%
jewelrystorage crate 3.98%
jewelrystorage metal_shelves 3.98%
jewelrystore displaycase 10.78%
pawnshopoffice crate 3.98%
Earring_Dangly_Pearl 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
departmentstore displaycase 19.27%
jewelrystorage crate 15.1%
jewelrystorage metal_shelves 15.1%
jewelrystore displaycase 19.27%
pawnshopoffice crate 15.1%

Code

Code icon.png Code snippet! This section contains source code from Project ZomboidShow / Hide

Earring LoopLrg Gold.png Base.Earring_LoopLrg_Gold
Source: ProjectZomboid\media\scripts\clothing\clothing_jewellery.txt

Retrieved: Build 41.78.16
item Earring_LoopLrg_Gold
	{
	    DisplayCategory = Accessory,
		Type = Clothing,
		DisplayName = Large Gold Looped Earrings,
		ClothingItem = Earring_LoopLrg_Gold_Both,
		BodyLocation = Ears,
		Icon = Earring_LoopLrg_Gold,
		Weight = 0.1,
		Cosmetic = TRUE,
		WorldStaticModel = Earring_LoopLrg_Ground,
	}

Earring LoopLrg Silver.png Base.Earring_LoopLrg_Silver
Source: ProjectZomboid\media\scripts\clothing\clothing_jewellery.txt

Retrieved: Build 41.78.16
item Earring_LoopLrg_Silver
	{
	    DisplayCategory = Accessory,
		Type = Clothing,
		DisplayName = Large Silver Looped Earrings,
		ClothingItem = Earring_LoopLrg_Silver_Both,
		BodyLocation = Ears,
		Icon = Earring_LoopLrg_Silver,
		Weight = 0.1,
		Cosmetic = TRUE,
		WorldStaticModel = Earring_LoopLrgSilver_Ground,
	}

Earring LoopMed Silver.png Base.Earring_LoopMed_Silver
Source: ProjectZomboid\media\scripts\clothing\clothing_jewellery.txt

Retrieved: Build 41.78.16
item Earring_LoopMed_Silver
	{
	    DisplayCategory = Accessory,
		Type = Clothing,
		DisplayName = Medium Silver Looped Earrings,
		ClothingItem = Earring_LoopMed_Silver_Both,
		BodyLocation = Ears,
		Icon = Earring_LoopMed_Silver,
		Weight = 0.1,
		Cosmetic = TRUE,
		WorldStaticModel = Earring_LoopMedSilver_Ground,
	}

Earring LoopMed Gold.png Base.Earring_LoopMed_Gold
Source: ProjectZomboid\media\scripts\clothing\clothing_jewellery.txt

Retrieved: Build 41.78.16
item Earring_LoopMed_Gold
	{
	    DisplayCategory = Accessory,
		Type = Clothing,
		DisplayName = Medium Gold Looped Earrings,
		ClothingItem = Earring_LoopMed_Gold_Both,
		BodyLocation = Ears,
		Icon = Earring_LoopMed_Gold,
		Weight = 0.1,
		Cosmetic = TRUE,
		WorldStaticModel = Earring_LoopMed_Ground,
	}

Earring LoopSmall Silver.png Base.Earring_LoopSmall_Silver_Both & Base.Earring_LoopSmall_Silver_Top
Source: ProjectZomboid\media\scripts\clothing\clothing_jewellery.txt

Retrieved: Build 41.78.16
item Earring_LoopSmall_Silver_Both
	{
	    DisplayCategory = Accessory,
		Type = Clothing,
		DisplayName = Small Silver Looped Earrings,
		ClothingItem = Earring_LoopSmall_Silver_Both,
		BodyLocation = Ears,
		Icon = Earring_LoopSmall_Silver,
		Weight = 0.1,
		ClothingItemExtra = Earring_LoopSmall_Silver_Top,
        ClothingItemExtraOption = PutOnEartop,
		Cosmetic = TRUE,
		WorldStaticModel = Earring_LoopSmallSilver_Ground,
	}

Earring LoopSmall Gold.png Base.Earring_LoopSmall_Gold_Both & Base.Earring_LoopSmall_Gold_Top
Source: ProjectZomboid\media\scripts\clothing\clothing_jewellery.txt

Retrieved: Build 41.78.16
item Earring_LoopSmall_Gold_Both
	{
	    DisplayCategory = Accessory,
		Type = Clothing,
		DisplayName = Small Gold Looped Earrings,
		ClothingItem = Earring_LoopSmall_Gold_Both,
		BodyLocation = Ears,
		Icon = Earring_LoopSmall_Gold,
		Weight = 0.1,
		ClothingItemExtra = Earring_LoopSmall_Gold_Top,
        ClothingItemExtraOption = PutOnEartop,
		Cosmetic = TRUE,
		WorldStaticModel = Earring_LoopSmall_Ground,
	}

Earring Stud Gold.png Base.Earring_Stud_Gold
Source: ProjectZomboid\media\scripts\clothing\clothing_jewellery.txt

Retrieved: Build 41.78.16
item Earring_Stud_Gold
	{
	    DisplayCategory = Accessory,
		Type = Clothing,
		DisplayName = Gold Stud Earrings,
		ClothingItem = Earring_Stud_Gold_Both,
		BodyLocation = Ears,
		Icon = Earring_Stud_Gold,
		Weight = 0.1,
		Cosmetic = TRUE,
		WorldStaticModel = Earring_LoopSmall_Ground,
	}

Earring Stud Silver.png Base.Earring_Stud_Silver
Source: ProjectZomboid\media\scripts\clothing\clothing_jewellery.txt

Retrieved: Build 41.78.16
item Earring_Stud_Silver
	{
	    DisplayCategory = Accessory,
		Type = Clothing,
		DisplayName = Silver Stud Earrings,
		ClothingItem = Earring_Stud_Silver_Both,
		BodyLocation = Ears,
		Icon = Earring_Stud_Silver,
		Weight = 0.1,
		Cosmetic = TRUE,
		WorldStaticModel = Earring_LoopSmallSilver_Ground,
	}

Earring Stone Sapphire.png Base.Earring_Stone_Sapphire
Source: ProjectZomboid\media\scripts\clothing\clothing_jewellery.txt

Retrieved: Build 41.78.16
item Earring_Stone_Sapphire
	{
	    DisplayCategory = Accessory,
		Type = Clothing,
		DisplayName = Sapphire Stone Earrings,
		ClothingItem = Earring_Stone_Sapphire_Both,
		BodyLocation = Ears,
		Icon = Earring_Stone_Sapphire,
		Weight = 0.1,
		Cosmetic = TRUE,
		WorldStaticModel = Earring_LoopSmallSilver_Ground,
	}

Earring Stone Emerald.png Base.Earring_Stone_Emerald
Source: ProjectZomboid\media\scripts\clothing\clothing_jewellery.txt

Retrieved: Build 41.78.16
item Earring_Stone_Emerald
	{
	    DisplayCategory = Accessory,
		Type = Clothing,
		DisplayName = Emerald Earrings,
		ClothingItem = Earring_Stone_Emerald_Both,
		BodyLocation = Ears,
		Icon = Earring_Stone_Emerald,
		Weight = 0.1,
		Cosmetic = TRUE,
		WorldStaticModel = Earring_LoopSmallSilver_Ground,
	}

Earring Stone Ruby.png Base.Earring_Stone_Ruby
Source: ProjectZomboid\media\scripts\clothing\clothing_jewellery.txt

Retrieved: Build 41.78.16
item Earring_Stone_Ruby
	{
	    DisplayCategory = Accessory,
		Type = Clothing,
		DisplayName = Ruby Earrings,
		ClothingItem = Earring_Stone_Ruby_Both,
		BodyLocation = Ears,
		Icon = Earring_Stone_Ruby,
		Weight = 0.1,
		Cosmetic = TRUE,
		WorldStaticModel = Earring_LoopSmallSilver_Ground,
	}

Earring Stud Pearl.png Base.Earring_Pearl
Source: ProjectZomboid\media\scripts\clothing\clothing_jewellery.txt

Retrieved: Build 41.78.16
item Earring_Pearl
	{
	    DisplayCategory = Accessory,
		Type = Clothing,
		DisplayName = Pearl Earrings,
		ClothingItem = Earring_Pearl_Both,
		BodyLocation = Ears,
		Icon = Earring_Stud_Pearl,
		Weight = 0.1,
		Cosmetic = TRUE,
		WorldStaticModel = Earring_LoopSmallSilver_Ground,
	}

Earring Dangly Sapphire.png Base.Earring_Dangly_Sapphire
Source: ProjectZomboid\media\scripts\clothing\clothing_jewellery.txt

Retrieved: Build 41.78.16
item Earring_Dangly_Sapphire
	{
	    DisplayCategory = Accessory,
		Type = Clothing,
		DisplayName = Dangly Sapphire Earrings,
		ClothingItem = Earring_Dangly_Sapphire_Both,
		BodyLocation = Ears,
		Icon = Earring_Dangly_Sapphire,
		Weight = 0.1,
		Cosmetic = TRUE,
		WorldStaticModel = Earring_LoopSmallSilver_Ground,
	}

Earring Dangly Emerald.png Base.Earring_Dangly_Emerald
Source: ProjectZomboid\media\scripts\clothing\clothing_jewellery.txt

Retrieved: Build 41.78.16
item Earring_Dangly_Emerald
	{
	    DisplayCategory = Accessory,
		Type = Clothing,
		DisplayName = Dangly Sapphire Earrings,
		ClothingItem = Earring_Dangly_Emerald_Both,
		BodyLocation = Ears,
		Icon = Earring_Dangly_Emerald,
		Weight = 0.1,
		Cosmetic = TRUE,
		WorldStaticModel = Earring_LoopSmallSilver_Ground,
	}

Earring Dangly Ruby.png Base.Earring_Dangly_Ruby
Source: ProjectZomboid\media\scripts\clothing\clothing_jewellery.txt

Retrieved: Build 41.78.16
item Earring_Dangly_Ruby
	{
	    DisplayCategory = Accessory,
		Type = Clothing,
		DisplayName = Dangly Ruby Earrings,
		ClothingItem = Earring_Dangly_Ruby_Both,
		BodyLocation = Ears,
		Icon = Earring_Dangly_Ruby,
		Weight = 0.1,
		Cosmetic = TRUE,
		WorldStaticModel = Earring_LoopSmallSilver_Ground,
	}

Earring Dangly Diamond.png Base.Earring_Dangly_Diamond
Source: ProjectZomboid\media\scripts\clothing\clothing_jewellery.txt

Retrieved: Build 41.78.16
item Earring_Dangly_Diamond
	{
	    DisplayCategory = Accessory,
		Type = Clothing,
		DisplayName = Dangly Diamond Earrings,
		ClothingItem = Earring_Dangly_Diamond_Both,
		BodyLocation = Ears,
		Icon = Earring_Dangly_Diamond,
		Weight = 0.1,
		Cosmetic = TRUE,
		WorldStaticModel = Earring_LoopSmallSilver_Ground,
	}

Earring Dangly Pearl.png Base.Earring_Dangly_Pearl
Source: ProjectZomboid\media\scripts\clothing\clothing_jewellery.txt

Retrieved: Build 41.78.16
item Earring_Dangly_Pearl
	{
	    DisplayCategory = Accessory,
		Type = Clothing,
		DisplayName = Dangly Pearl Earrings,
		ClothingItem = Earring_Dangly_Pearl_Both,
		BodyLocation = Ears,
		Icon = Earring_Dangly_Pearl,
		Weight = 0.1,
		Cosmetic = TRUE,
		WorldStaticModel = Earring_LoopSmallSilver_Ground,
	}

See also