Glasses: Difference between revisions
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|item_id=See ''[[#Variants|Variants]]'' | |item_id=See ''[[#Variants|Variants]]'' | ||
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'''Glasses''' are simple eyewear commonly found around the map. | '''Glasses''' are simple eyewear commonly found around the map. | ||
==Distribution== | ==Distribution== | ||
===Buildings=== | ===Buildings=== | ||
The glasses are common around [[Knox Country]], often stored in houses. | The glasses are common around [[Knox Country]], often stored in houses. | ||
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! Icon | ! Icon | ||
! Name | ! Name | ||
! | ! Item ID | ||
|- | |- | ||
| [[File:GlassesAviator.png|Aviator Glasses]] | | [[File:GlassesAviator.png|Aviator Glasses]] | ||
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==Trivia== | ==Trivia== | ||
*Glasses negate Short Sighted trait malus in [[foraging]]. This only applies to reading glasses and regular glasses, not the rest. | *Glasses negate [[Short Sighted]] trait malus in [[foraging]]. This only applies to reading glasses and regular glasses, not the rest. | ||
==Code== | ==Code== | ||
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Cosmetic = TRUE, | Cosmetic = TRUE, | ||
ChanceToFall = 50, | ChanceToFall = 50, | ||
} | } | ||
}} | }} | ||
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Cosmetic = TRUE, | Cosmetic = TRUE, | ||
ChanceToFall = 50, | ChanceToFall = 50, | ||
} | } | ||
}} | }} | ||
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Cosmetic = TRUE, | Cosmetic = TRUE, | ||
ChanceToFall = 50, | ChanceToFall = 50, | ||
} | } | ||
}} | }} | ||
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Cosmetic = TRUE, | Cosmetic = TRUE, | ||
ChanceToFall = 20, | ChanceToFall = 20, | ||
} | } | ||
}} | }} | ||
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Cosmetic = TRUE, | Cosmetic = TRUE, | ||
ChanceToFall = 20, | ChanceToFall = 20, | ||
} | } | ||
}} | }} | ||
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Cosmetic = TRUE, | Cosmetic = TRUE, | ||
ChanceToFall = 50, | ChanceToFall = 50, | ||
} | } | ||
}} | }} | ||
}} | }} | ||
{{Navbox | ==See also== | ||
{{Navbox items|accessories}} |
Revision as of 00:00, 15 April 2024
Glasses are simple eyewear commonly found around the map.
Distribution
Buildings
The glasses are common around Knox Country, often stored in houses.
NPCs
Glasses are frequently found on zombie civilians.
Variants
Trivia
- Glasses negate Short Sighted trait malus in foraging. This only applies to reading glasses and regular glasses, not the rest.
Code
Base.Glasses_Aviators
Source: ProjectZomboid\media\scripts\clothing\clothing_others.txt
item Glasses_Aviators
{
DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Aviator Glasses,
ClothingItem = Glasses_Aviators,
BodyLocation = Eyes,
Icon = GlassesAviator,
Weight = 0.1,
Cosmetic = TRUE,
ChanceToFall = 50,
}
Base.Glasses_Normal
Source: ProjectZomboid\media\scripts\clothing\clothing_others.txt
item Glasses_Normal
{
DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Glasses,
ClothingItem = Glasses_Normal,
BodyLocation = Eyes,
IconsForTexture = GlassesBlack;GlassesBlue;GlassesRed,
Weight = 0.1,
Cosmetic = TRUE,
ChanceToFall = 50,
}
Base.Glasses_Reading
Source: ProjectZomboid\media\scripts\clothing\clothing_others.txt
item Glasses_Reading
{
DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Reading Glasses,
ClothingItem = Glasses_Reading,
BodyLocation = Eyes,
IconsForTexture = GlassesReading;GlassesReading;GlassesReading,
Weight = 0.1,
Cosmetic = TRUE,
ChanceToFall = 50,
}
Base.Glasses
Source: ProjectZomboid\media\scripts\clothing\clothing_others.txt
item Glasses
{
DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Reflective Ski Sunglasses,
ClothingItem = Glasses,
BodyLocation = Eyes,
/*Icon = ShootingGlasses,*/
Icon = ShootingGlasses_Reflective,
Weight = 0.1,
Cosmetic = TRUE,
ChanceToFall = 20,
}
Base.Glasses_Shooting
Source: ProjectZomboid\media\scripts\clothing\clothing_others.txt
item Glasses_Shooting
{
DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Shooting Glasses,
ClothingItem = Glasses_Shooting,
BodyLocation = Eyes,
/*Icon = ShootingGlasses_Reflective,*/
Icon = ShootingGlasses,
Weight = 0.1,
Cosmetic = TRUE,
ChanceToFall = 20,
}
Base.Glasses_Aviators
Source: ProjectZomboid\media\scripts\clothing\clothing_others.txt
item Glasses_Sun
{
DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Sunglasses,
ClothingItem = Glasses_Sun,
BodyLocation = Eyes,
Icon = GlassesSun,
Weight = 0.1,
Cosmetic = TRUE,
ChanceToFall = 50,
}