Glasses: Difference between revisions

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(Add distro tables)
 
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{{Testing|build=[[Build 41]]}}
{{Header|Project Zomboid|Items|Clothing|Accessories}}
 
{{Page version|41.65}}
<!-- COMMENT: This section is for the language bar. The language bar is used for linking translations of the same page into different languages.
{{Reupload|Missing 3D variants}}
-->{{languages}}<!-- COMMENT: The header format can be seen in the header template with a working explanation. The header connects categories and Version no. PLEASE ENTER THE VERSION AND INCREMENT No. WHEN YOU MAKE A PAGE. It helps everyone else know how old the page is versionwise -->
{{Infobox item
{{header|The Game World|Items|Clothing|version=Version 41|incver=56}}
|name=Glasses
<!-- COMMENT: Here is the infobox for the clothing. This is a quick lookup for the item's stats. For more information, see: https://pzwiki.net/wiki/Template:Infobox_clothing
|model=GlassesAviator_Model.png
-->{{Infobox clothing
|icon=GlassesAviator.png
| display_name = Glasses
|icon_name=Aviator Glasses
| name_colour = Clothing
|icon2=GlassesBlack.png
| name_text_colour = Clothing
|icon_name2=Glasses
| image =  
|icon3=GlassesReading.png
| image_width = 300px
|icon_name3=Reading Glasses
| alternate_image = GlassesBlack.png
|icon4=ShootingGlasses.png
| alternate_name = Black Glasses
|icon_name4=Reflective Ski Sunglasses
| alternate_link =  
|icon5=ShootingGlasses_Reflective.png
| alternate_image2 = GlassesBlue.png
|icon_name5=Shooting Glasses
| alternate_name2 = Blue Glasses
|icon6=GlassesSun.png
| alternate_link2 =  
|icon_name6=Sunglasses
| alternate_image3 = GlassesRed.png
| alternate_name3 = Red Glasses
| alternate_link3 =  
| alternate_image4 =  
| alternate_name4 =
| alternate_link4 =
| alternate_image5 =
| alternate_name5 =
| alternate_link5 =
| alternate_image6 =
| alternate_name6 =
| alternate_link6 =
| alternate_image7 =
| alternate_name7 =  
| alternate_link7 =  
<!-- General -->
<!-- General -->
| category = Clothing
|category=Clothing
| weight = 0.1
|weight=0.1
| body_location = Eyes
|equipped=Eyes
| condition =
| capacity =
| weight_reduction =
| attachments_provided =
<!-- Technical details -->
<!-- Technical details -->
| class_name = Base.Glasses_Normal
|item_id=See ''[[#Variants|Variants]]''
}}<!--
}}
COMMENT: include a very brief introduction to the item
'''Glasses''' are simple eyewear commonly found around the map.
-->The Glasses are simple eyewear commonly found around the map.        


__TOC__
==Distribution==
<!--Comment: This is where the 'Table Of Contents' will go if it is needed-->
 
== Item Distribution ==
<!--Comment: The locations this item can be found should be placed here. Spawn locations can be found in the distribution.lua, ProceduralDistributions.lua and vehicledistribution.lua files. -->


===Buildings===
===Buildings===
Line 56: Line 32:


===NPCs===
===NPCs===
Glasses are frequently found on zombie civilians.
Glasses are frequently found on [[zombie]] civilians.
 
==Variants==
{| class="wikitable theme-red" style="text-align: center;"
! Icon
! Name
! Item ID
|-
| [[File:GlassesAviator.png|Aviator Glasses]]
| Aviator Glasses
| {{ID|Base.Glasses_Aviators}}
|-
| [[File:GlassesBlack.png|Glasses (Black)]][[File:GlassesBlue.png|Glasses (Blue)]][[File:GlassesRed.png|Glasses (Red)]]
| Glasses
| {{ID|Base.Glasses_Normal}}
|-
| [[File:GlassesReading.png|Reading Glasses]]
| Reading Glasses
| {{ID|Base.Glasses_Reading}}
|-
| [[File:ShootingGlasses.png|Reflective Ski Sunglasses]]
| Reflective Ski Sunglasses
| {{ID|Base.Glasses}}
|-
| [[File:ShootingGlasses_Reflective.png|Shooting Glasses]]
| Shooting Glasses
| {{ID|Base.Glasses_Shooting}}
|-
| [[File:GlassesSun.png|Sunglasses]]
| Sunglasses
| {{ID|Base.Glasses_Sun}}
|}
 
==Distributions==
The loot distributions can be found in the table(s) below.
 
<!--BOT FLAG|Glasses_Aviators|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Glasses_Aviators distribution
        <span class="mw-customtoggle-togglebox-Glasses_Aviators" 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-Glasses_Aviators">
    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|militarycrate}}
    | 3.98%
    |-
    | all
    | {{ll|militarylocker}}
    | 3.98%
    |-
    | armyhanger
    | {{ll|locker}}
    | 3.98%
    |-
    | armystorage
    | {{ll|locker}}
    | 3.98%
    |-
    | bathroom
    | {{ll|locker}}
    | 3.98%
    |-
    | changeroom
    | {{ll|locker}}
    | 3.98%
    |-
    | closet
    | {{ll|crate}}
    | 15.1%
    |-
    | clothingstore
    | {{ll|counter}}
    | 19.27%
    |-
    | garagestorage
    | {{ll|crate}}
    | 15.1%
    |-
    | garagestorage
    | {{ll|locker}}
    | 3.98%
    |-
    | office
    | {{ll|desk}}
    | 6.29%
    |-
    | optometrist
    | {{ll|counter}}
    | 15.1%
    |-
    | optometrist
    | {{ll|displaycase}}
    | 15.1%
    |-
    | optometrist
    | {{ll|shelves}}
    | 15.1%
    |-
    | pawnshop
    | {{ll|counter}}
    | 3.98%
    |-
    | pawnshop
    | {{ll|displaycase}}
    | 15.1%
    |-
    | pawnshop
    | {{ll|metal_shelves}}
    | 3.98%
    |-
    | pawnshop
    | {{ll|shelves}}
    | 3.98%
    |-
    | pawnshopoffice
    | {{ll|crate}}
    | 3.98%
    |-
    | pawnshopoffice
    | {{ll|locker}}
    | 3.98%
    |-
    | pawnshopoffice
    | {{ll|metal_shelves}}
    | 3.98%
    |-
    | pawnshopstorage
    | {{ll|crate}}
    | 3.98%
    |-
    | pawnshopstorage
    | {{ll|locker}}
    | 3.98%
    |-
    | pawnshopstorage
    | {{ll|metal_shelves}}
    | 3.98%
    |-
    | policestorage
    | {{ll|counter}}
    | 6.29%
    |-
    | security
    | {{ll|locker}}
    | 3.98%
    |-
    | shoestore
    | {{ll|counter}}
    | 19.27%
    |-
    | sportstorage
    | {{ll|counter}}
    | 19.27%
    |-
    | sportstore
    | {{ll|counter}}
    | 19.27%
    |-
    | storageunit
    | {{ll|crate}}
    | 15.1%
    |}
</div>
<div id="vehicles" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Vehicles}}
    ! Type
    ! Container
    ! Effective chance
    |-
    | Ambulance
    | {{ll|Glove Box}}
    | 0.44%
    |-
    | Carpenter
    | {{ll|Glove Box}}
    | 0.44%
    |-
    | Construction Worker
    | {{ll|Glove Box}}
    | 0.44%
    |-
    | Distillery
    | {{ll|Glove Box}}
    | 0.44%
    |-
    | Doctor
    | {{ll|Glove Box}}
    | 0.44%
    |-
    | Electrician
    | {{ll|Glove Box}}
    | 0.44%
    |-
    | Farmer
    | {{ll|Glove Box}}
    | 0.44%
    |-
    | Fire
    | {{ll|Glove Box}}
    | 0.44%
    |-
    | Fisherman
    | {{ll|Glove Box}}
    | 0.44%
    |-
    | Fossoil
    | {{ll|Glove Box}}
    | 0.44%
    |-
    | All
    | {{ll|Glove Box}}
    | 0.44%
    |-
    | Golf
    | {{ll|Glove Box}}
    | 0.44%
    |-
    | Heralds
    | {{ll|Glove Box}}
    | 0.44%
    |-
    | Hunter
    | {{ll|Glove Box}}
    | 0.44%
    |-
    | Mass Gen Fac
    | {{ll|Glove Box}}
    | 0.44%
    |-
    | McCoy
    | {{ll|Glove Box}}
    | 0.44%
    |-
    | Metal Welder
    | {{ll|Glove Box}}
    | 0.44%
    |-
    | Painter
    | {{ll|Glove Box}}
    | 0.44%
    |-
    | Police
    | {{ll|Glove Box}}
    | 6.41%
    |-
    | Postal
    | {{ll|Glove Box}}
    | 0.44%
    |-
    | Radio
    | {{ll|Glove Box}}
    | 0.44%
    |-
    | Ranger
    | {{ll|Glove Box}}
    | 0.44%
    |-
    | Spiffo
    | {{ll|Glove Box}}
    | 0.44%
    |-
    | Survivalist
    | {{ll|Glovebox}}
    | 0.44%
    |-
    | Transit
    | {{ll|Glove Box}}
    | 0.44%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Glasses_Aviators" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Glasses_Aviators|41.78.16-->
 
<!--BOT FLAG|Glasses_Normal|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Glasses_Normal distribution
        <span class="mw-customtoggle-togglebox-Glasses_Normal" 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-Glasses_Normal">
    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
    |-
    | optometrist
    | {{ll|counter}}
    | 23.28%
    |-
    | optometrist
    | {{ll|counter}}
    | 41.14%
    |-
    | optometrist
    | {{ll|displaycase}}
    | 23.28%
    |-
    | optometrist
    | {{ll|displaycase}}
    | 41.14%
    |-
    | optometrist
    | {{ll|shelves}}
    | 23.28%
    |-
    | optometrist
    | {{ll|shelves}}
    | 41.14%
    |-
    | pawnshop
    | {{ll|displaycase}}
    | 23.28%
    |-
    | pawnshop
    | {{ll|displaycase}}
    | 41.14%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Glasses_Normal" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Glasses_Normal|41.78.16-->
 
<!--BOT FLAG|Glasses_Reading|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Glasses_Reading distribution
        <span class="mw-customtoggle-togglebox-Glasses_Reading" 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-Glasses_Reading">
    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
    |-
    | bedroom
    | {{ll|sidetable}}
    | 3.98%
    |-
    | optometrist
    | {{ll|counter}}
    | 23.28%
    |-
    | optometrist
    | {{ll|counter}}
    | 41.14%
    |-
    | optometrist
    | {{ll|displaycase}}
    | 23.28%
    |-
    | optometrist
    | {{ll|displaycase}}
    | 41.14%
    |-
    | optometrist
    | {{ll|shelves}}
    | 23.28%
    |-
    | optometrist
    | {{ll|shelves}}
    | 41.14%
    |-
    | pawnshop
    | {{ll|displaycase}}
    | 23.28%
    |-
    | pawnshop
    | {{ll|displaycase}}
    | 41.14%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Glasses_Reading" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Glasses_Reading|41.78.16-->
 
<!--BOT FLAG|Glasses|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Glasses distribution
        <span class="mw-customtoggle-togglebox-Glasses" 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-Glasses">
    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
    |-
    | closet
    | {{ll|crate}}
    | 19.27%
    |-
    | clothingstore
    | {{ll|counter}}
    | 15.1%
    |-
    | garagestorage
    | {{ll|crate}}
    | 19.27%
    |-
    | pool
    | {{ll|locker}}
    | 19.27%
    |-
    | shoestore
    | {{ll|counter}}
    | 15.1%
    |-
    | sportstorage
    | {{ll|counter}}
    | 15.1%
    |-
    | sportstore
    | {{ll|counter}}
    | 15.1%
    |-
    | storageunit
    | {{ll|crate}}
    | 19.27%
    |}
</div>
<div id="vehicles" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Vehicles}}
    ! Type
    ! Container
    ! Effective chance
    |-
    | Ambulance
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Carpenter
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Construction Worker
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Distillery
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Doctor
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Electrician
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Farmer
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Fire
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Fisherman
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Fossoil
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | All
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Golf
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Heralds
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Hunter
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Mass Gen Fac
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | McCoy
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Metal Welder
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Painter
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Postal
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Radio
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Ranger
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Spiffo
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Survivalist
    | {{ll|Glovebox}}
    | 0.47%
    |-
    | Transit
    | {{ll|Glove Box}}
    | 0.47%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Glasses" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Glasses|41.78.16-->
 
<!--BOT FLAG|Glasses_Sun|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Glasses_Sun distribution
        <span class="mw-customtoggle-togglebox-Glasses_Sun" 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-Glasses_Sun">
    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
    |-
    | armyhanger
    | {{ll|locker}}
    | 10.78%
    |-
    | closet
    | {{ll|crate}}
    | 19.27%
    |-
    | clothingstore
    | {{ll|counter}}
    | 23.28%
    |-
    | garagestorage
    | {{ll|crate}}
    | 19.27%
    |-
    | optometrist
    | {{ll|counter}}
    | 19.27%
    |-
    | optometrist
    | {{ll|displaycase}}
    | 19.27%
    |-
    | optometrist
    | {{ll|shelves}}
    | 19.27%
    |-
    | pawnshop
    | {{ll|displaycase}}
    | 19.27%
    |-
    | shoestore
    | {{ll|counter}}
    | 23.28%
    |-
    | sportstorage
    | {{ll|counter}}
    | 23.28%
    |-
    | sportstore
    | {{ll|counter}}
    | 23.28%
    |-
    | storageunit
    | {{ll|crate}}
    | 19.27%
    |}
</div>
<div id="vehicles" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Vehicles}}
    ! Type
    ! Container
    ! Effective chance
    |-
    | Ambulance
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Carpenter
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Construction Worker
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Distillery
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Doctor
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Electrician
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Farmer
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Fire
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Fisherman
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Fossoil
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | All
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Golf
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Heralds
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Hunter
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Mass Gen Fac
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | McCoy
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Metal Welder
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Painter
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Postal
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Radio
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Ranger
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Spiffo
    | {{ll|Glove Box}}
    | 0.47%
    |-
    | Survivalist
    | {{ll|Glovebox}}
    | 0.47%
    |-
    | Transit
    | {{ll|Glove Box}}
    | 0.47%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Glasses_Sun" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Glasses_Sun|41.78.16-->


==Trivia==
==Trivia==
*Glasses do not actually improve a player's vision, and act only as cosmetic items.
*Glasses negate [[Short Sighted]] trait malus in [[foraging]]. This only applies to reading glasses and regular glasses, not the rest.


== Code ==
==Code==
<!--Comment: all the code related to the item found in txt files should be placed here-->
{{CodeBox|[[File:GlassesAviator.png]] {{ID|Base.Glasses_Aviators}}<br>
<!--COMMENT: Current location of Code in directory for updating purposes. Example below shows how to lay it out. ''''' is for bold italic.-->
{{CodeSnip
'''''From clothing_shirts.txt (Project Zomboid directory/media/scripts/clothing)'''''
  | lang = java
  | line = true
  | start = 112
  | source = clothing_others.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item Glasses_Aviators
{
    DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Aviator Glasses,
ClothingItem = Glasses_Aviators,
BodyLocation = Eyes,
Icon = GlassesAviator,
Weight = 0.1,
Cosmetic = TRUE,
ChanceToFall = 50,
}
}}


<!--COMMENT: Be sure to include this "Retrieved" template, filling in the version of the game the code was retrieved.-->
[[File:GlassesBlack.png]] {{ID|Base.Glasses_Normal}}<br>
{{Retrieved|version=41|incver=56}}
{{CodeSnip
<pre>  item Glasses_Normal
  | lang = java
  | line = true
  | start = 124
  | source = clothing_others.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item Glasses_Normal
{
{
    DisplayCategory = Accessory,
Type = Clothing,
Type = Clothing,
DisplayName = Glasses,
DisplayName = Glasses,
Line 78: Line 799:
Cosmetic = TRUE,
Cosmetic = TRUE,
ChanceToFall = 50,
ChanceToFall = 50,
</pre>
}
}}
 
[[File:GlassesReading.png]] {{ID|Base.Glasses_Reading}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 136
  | source = clothing_others.txt
  | retrieved = true
  | version = 41.78.16
  | code =
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,
}
}}
 
[[File:ShootingGlasses.png]] {{ID|Base.Glasses}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 99
  | source = clothing_others.txt
  | retrieved = true
  | version = 41.78.16
  | code =
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,
}
}}
 
[[File:ShootingGlasses_Reflective.png]] {{ID|Base.Glasses_Shooting}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 160
  | source = clothing_others.txt
  | retrieved = true
  | version = 41.78.16
  | code =
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,
}
}}
 
[[File:GlassesSun.png]] {{ID|Base.Glasses_Aviators}}<br>
{{CodeSnip
  | lang = java
  | line = true
  | start = 185
  | source = clothing_others.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item Glasses_Sun
{
    DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Sunglasses,
ClothingItem = Glasses_Sun,
BodyLocation = Eyes,
Icon = GlassesSun,
Weight = 0.1,
Cosmetic = TRUE,
ChanceToFall = 50,
}
}}
}}


==See also==
==See also==
<!--COMMENT: Location of links to relevant guides or other pages that may not have been mentioned on this page but still relate to the item in some way. -->
*[[Reading Glasses]]
{{Navbox clothing}}


<!--COMMENT: Categories that aren't mentioned in the header should go here. E.g. Welder Mask uses [[Category:Construction]] -->
{{Navbox items|accessories}}

Latest revision as of 15:07, 4 May 2024

Spiffo controlyourself.png
This page was last updated for an older version (41.65).
The current stable version is 41.78.16, released 2022-12-12, so information on this page may be inaccurate. Help get this page updated by adding any missing content. [edit]
Please update the version after updating the page.
Frame.png
This article contains outdated/low-quality images.
Reason: Missing 3D variants
Please help the PZwiki by uploading an improved/updated version of the image(s) found on this page.
Glasses
GlassesAviator Model.png
Glasses
Reading Glasses
Reflective Ski Sunglasses
Shooting Glasses
Sunglasses
General
Category
Clothing
Encumbrance
Moodle Icon HeavyLoad.png
0.1
Equipped
Eyes
Technical
Item ID

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

Icon Name Item ID
Aviator Glasses Aviator Glasses Base.Glasses_Aviators
Glasses (Black)Glasses (Blue)Glasses (Red) Glasses Base.Glasses_Normal
Reading Glasses Reading Glasses Base.Glasses_Reading
Reflective Ski Sunglasses Reflective Ski Sunglasses Base.Glasses
Shooting Glasses Shooting Glasses Base.Glasses_Shooting
Sunglasses Sunglasses Base.Glasses_Sun

Distributions

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

Glasses_Aviators 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 militarycrate 3.98%
all militarylocker 3.98%
armyhanger locker 3.98%
armystorage locker 3.98%
bathroom locker 3.98%
changeroom locker 3.98%
closet crate 15.1%
clothingstore counter 19.27%
garagestorage crate 15.1%
garagestorage locker 3.98%
office desk 6.29%
optometrist counter 15.1%
optometrist displaycase 15.1%
optometrist shelves 15.1%
pawnshop counter 3.98%
pawnshop displaycase 15.1%
pawnshop metal_shelves 3.98%
pawnshop shelves 3.98%
pawnshopoffice crate 3.98%
pawnshopoffice locker 3.98%
pawnshopoffice metal_shelves 3.98%
pawnshopstorage crate 3.98%
pawnshopstorage locker 3.98%
pawnshopstorage metal_shelves 3.98%
policestorage counter 6.29%
security locker 3.98%
shoestore counter 19.27%
sportstorage counter 19.27%
sportstore counter 19.27%
storageunit crate 15.1%
Vehicles
Type Container Effective chance
Ambulance Glove Box 0.44%
Carpenter Glove Box 0.44%
Construction Worker Glove Box 0.44%
Distillery Glove Box 0.44%
Doctor Glove Box 0.44%
Electrician Glove Box 0.44%
Farmer Glove Box 0.44%
Fire Glove Box 0.44%
Fisherman Glove Box 0.44%
Fossoil Glove Box 0.44%
All Glove Box 0.44%
Golf Glove Box 0.44%
Heralds Glove Box 0.44%
Hunter Glove Box 0.44%
Mass Gen Fac Glove Box 0.44%
McCoy Glove Box 0.44%
Metal Welder Glove Box 0.44%
Painter Glove Box 0.44%
Police Glove Box 6.41%
Postal Glove Box 0.44%
Radio Glove Box 0.44%
Ranger Glove Box 0.44%
Spiffo Glove Box 0.44%
Survivalist Glove Box 0.44%
Transit Glove Box 0.44%
Glasses_Normal 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
optometrist counter 23.28%
optometrist counter 41.14%
optometrist displaycase 23.28%
optometrist displaycase 41.14%
optometrist shelves 23.28%
optometrist shelves 41.14%
pawnshop displaycase 23.28%
pawnshop displaycase 41.14%
Glasses_Reading 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
bedroom sidetable 3.98%
optometrist counter 23.28%
optometrist counter 41.14%
optometrist displaycase 23.28%
optometrist displaycase 41.14%
optometrist shelves 23.28%
optometrist shelves 41.14%
pawnshop displaycase 23.28%
pawnshop displaycase 41.14%
Glasses 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
closet crate 19.27%
clothingstore counter 15.1%
garagestorage crate 19.27%
pool locker 19.27%
shoestore counter 15.1%
sportstorage counter 15.1%
sportstore counter 15.1%
storageunit crate 19.27%
Vehicles
Type Container Effective chance
Ambulance Glove Box 0.47%
Carpenter Glove Box 0.47%
Construction Worker Glove Box 0.47%
Distillery Glove Box 0.47%
Doctor Glove Box 0.47%
Electrician Glove Box 0.47%
Farmer Glove Box 0.47%
Fire Glove Box 0.47%
Fisherman Glove Box 0.47%
Fossoil Glove Box 0.47%
All Glove Box 0.47%
Golf Glove Box 0.47%
Heralds Glove Box 0.47%
Hunter Glove Box 0.47%
Mass Gen Fac Glove Box 0.47%
McCoy Glove Box 0.47%
Metal Welder Glove Box 0.47%
Painter Glove Box 0.47%
Postal Glove Box 0.47%
Radio Glove Box 0.47%
Ranger Glove Box 0.47%
Spiffo Glove Box 0.47%
Survivalist Glove Box 0.47%
Transit Glove Box 0.47%
Glasses_Sun 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
armyhanger locker 10.78%
closet crate 19.27%
clothingstore counter 23.28%
garagestorage crate 19.27%
optometrist counter 19.27%
optometrist displaycase 19.27%
optometrist shelves 19.27%
pawnshop displaycase 19.27%
shoestore counter 23.28%
sportstorage counter 23.28%
sportstore counter 23.28%
storageunit crate 19.27%
Vehicles
Type Container Effective chance
Ambulance Glove Box 0.47%
Carpenter Glove Box 0.47%
Construction Worker Glove Box 0.47%
Distillery Glove Box 0.47%
Doctor Glove Box 0.47%
Electrician Glove Box 0.47%
Farmer Glove Box 0.47%
Fire Glove Box 0.47%
Fisherman Glove Box 0.47%
Fossoil Glove Box 0.47%
All Glove Box 0.47%
Golf Glove Box 0.47%
Heralds Glove Box 0.47%
Hunter Glove Box 0.47%
Mass Gen Fac Glove Box 0.47%
McCoy Glove Box 0.47%
Metal Welder Glove Box 0.47%
Painter Glove Box 0.47%
Postal Glove Box 0.47%
Radio Glove Box 0.47%
Ranger Glove Box 0.47%
Spiffo Glove Box 0.47%
Survivalist Glove Box 0.47%
Transit Glove Box 0.47%

Trivia

  • Glasses negate Short Sighted trait malus in foraging. This only applies to reading glasses and regular glasses, not the rest.

Code

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

GlassesAviator.png Base.Glasses_Aviators
Source: ProjectZomboid\media\scripts\clothing\clothing_others.txt

Retrieved: Build 41.78.16
item Glasses_Aviators
	{
	    DisplayCategory = Accessory,
		Type = Clothing,
		DisplayName = Aviator Glasses,
		ClothingItem = Glasses_Aviators,
		BodyLocation = Eyes,
		Icon = GlassesAviator,
		Weight = 0.1,
		Cosmetic = TRUE,
		ChanceToFall = 50,
	}

GlassesBlack.png Base.Glasses_Normal
Source: ProjectZomboid\media\scripts\clothing\clothing_others.txt

Retrieved: Build 41.78.16
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,
	}

GlassesReading.png Base.Glasses_Reading
Source: ProjectZomboid\media\scripts\clothing\clothing_others.txt

Retrieved: Build 41.78.16
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,
	}

ShootingGlasses.png Base.Glasses
Source: ProjectZomboid\media\scripts\clothing\clothing_others.txt

Retrieved: Build 41.78.16
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,
	}

ShootingGlasses Reflective.png Base.Glasses_Shooting
Source: ProjectZomboid\media\scripts\clothing\clothing_others.txt

Retrieved: Build 41.78.16
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,
	}

GlassesSun.png Base.Glasses_Aviators
Source: ProjectZomboid\media\scripts\clothing\clothing_others.txt

Retrieved: Build 41.78.16
item Glasses_Sun
	{
	    DisplayCategory = Accessory,
		Type = Clothing,
		DisplayName = Sunglasses,
		ClothingItem = Glasses_Sun,
		BodyLocation = Eyes,
		Icon = GlassesSun,
		Weight = 0.1,
		Cosmetic = TRUE,
		ChanceToFall = 50,
	}

See also