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Base.RedPen
Base.BluePen
A pen is a writing implement and improvised weapon.
Usage
Writing
A pen can be used with journals, empty notebooks and a sheet of paper, and doodles to write notes that can be left in the world and read by other players on multiplayer servers. Both the in-game map and found maps (regular and annotated) can be further annotated with a pen, adding symbols and text in the color of the pen used (blue, black, or red).
Weapon
A pen is an improvised weapon and is not associated with a weapon skill, but attacks like a short blade, including the special execution move. Pens have a very low durability so will usually exhaust all of its durability; making it useless as a weapon. It can be used as a discardable stealth-kill weapon, as they are very common, it can be picked up, used to stealth kill a zombie then discarded. However, as the pen has a very low range, this can be dangerous.
Condition
Pens have a maximum condition of 2. Its rate of degradation is influenced by the maintenance skill. The chance of losing durability can be simplified to the following formula: 1 in (1 + maintenanceMod × 2)
. Where "maintenanceMod" is calculated using the maintenance skill.
Below is an example of the chance of losing durability at varying levels of the maintenance skill.
Maintenance level | Condition lower chance | Average condition |
---|---|---|
0 | 1/1 (100%) | 2 |
2 | 1/3 (33%) | 6 |
4 | 1/5 (20%) | 10 |
6 | 1/7 (14%) | 14 |
8 | 1/9 (11%) | 18 |
10 | 1/11 (9%) | 22 |
Crafting
Formerly, the pen or pencil could be used with a sheet of paper, which were then consumed to create a doodle, or with an empty notebook which were then consumed to make 20 journals, but this has been removed in build 28.
Location
The loot distributions can be found in the table(s) below.
Effective chance calculations are based off of default 'apocalypse' loot settings, with no luck modifier, and average 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. Duplicate entries do exist, but have been removed for clarity.
Building/Room | Container | Effective chance |
---|---|---|
all | counter | 19.68% |
all | desk | 19.68% |
all | filingcabinet | 19.68% |
all | inventoryfemale | 1.13% |
all | inventorymale | 1.13% |
all | locker | 19.68% |
all | Office Worker | 5.33% |
all | Office Worker Skirt | 5.33% |
all | officedrawers | 19.68% |
all | other | 5.33% |
all | Police (male) Police (female) |
5.33% |
all | Police State (male) Police State (female) |
5.33% |
all | Ranger (male) Ranger (female) |
5.33% |
all | shelves | 19.68% |
all | sidetable | 6.74% |
artstore | counter | 19.68% |
artstore | shelves | 41.46% |
artstore | shelves | 23.67% |
bedroom | crate | 1.01% |
bedroom | desk | 19.68% |
bedroom | sidetable | 19.68% |
bookstore | counter | 23.67% |
classroom | counter | 19.68% |
classroom | desk | 19.68% |
classroom | metal_shelves | 19.68% |
classroom | shelves | 19.68% |
closet | crate | 19.68% |
closet | crate | 1.01% |
empty | crate | 19.68% |
garagestorage | crate | 19.68% |
garagestorage | crate | 1.01% |
generalstore | shelves | 19.68% |
generalstorestorage | shelves | 19.68% |
gigamart | shelves | 19.68% |
hall | counter | 19.68% |
hall | locker | 19.68% |
jewelrystore | counter | 19.68% |
kitchen | counter | 19.68% |
kitchen | shelves | 19.68% |
library | counter | 19.68% |
livingroom | counter | 19.68% |
livingroom | overhead | 19.68% |
livingroom | shelves | 19.68% |
livingroom | sidetable | 19.68% |
livingroom | wardrobe | 19.68% |
lobby | counter | 19.68% |
motelroomoccupied | sidetable | 1.73% |
office | counter | 19.68% |
office | crate | 19.68% |
office | desk | 19.68% |
office | metal_shelves | 41.46% |
office | metal_shelves | 23.67% |
office | shelves | 19.68% |
officestorage | crate | 19.68% |
officestorage | metal_shelves | 41.46% |
officestorage | metal_shelves | 23.67% |
plazastore1 | counter | 19.68% |
policestorage | counter | 19.68% |
post | counter | 41.46% |
post | counter | 23.67% |
schoolstorage | metal_shelves | 19.68% |
storageunit | crate | 19.68% |
storageunit | crate | 1.01% |
storageunit | metal_shelves | 19.68% |
storageunit | metal_shelves | 1.01% |
Type | Container | Effective chance |
---|---|---|
All | Glove Box | 5.33% |
Ambulance | Glove Box | 5.33% |
Carpenter | Glove Box | 5.33% |
Construction Worker | Glove Box | 5.33% |
Distillery | Glove Box | 5.33% |
Doctor | Glove Box | 5.33% |
Electrician | Glove Box | 5.33% |
Farmer | Glove Box | 5.33% |
Fire | Glove Box | 5.33% |
Fisherman | Glove Box | 5.33% |
Fossoil | Glove Box | 5.33% |
Golf | Glove Box | 5.33% |
Heralds | Glove Box | 5.33% |
Hunter | Glove Box | 5.33% |
Mass Gen Fac | Glove Box | 5.33% |
McCoy | Glove Box | 5.33% |
Metal Welder | Glove Box | 5.33% |
Painter | Glove Box | 5.33% |
Police | Glove Box | 12.53% |
Postal | Glove Box | 5.33% |
Radio | Glove Box | 5.33% |
Ranger | Glove Box | 5.33% |
Spiffo | Glove Box | 5.33% |
Survivalist | Glove Box | 5.33% |
Taxi | Glove Box | 5.33% |
Transit | Glove Box | 5.33% |
Amount | Skill level | Biome: chance | Weather modifiers % | Month modifiers | |||||
---|---|---|---|---|---|---|---|---|---|
Snow | Rain | Day | Night | Months available | Bonus months | Malus months | |||
1 | 0 | DeepForest: 50 Farm: 50 FarmLand: 50 Forest: 50 Nav: 50 TownZone: 50 TrailerPark: 50 Vegitation: 50 |
- | - | - | - | - | - | - |
Effective chance calculations are based off of default 'apocalypse' loot settings, with no luck modifier, and average 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. Duplicate entries do exist, but have been removed for clarity.
Building/Room | Container | Effective chance |
---|---|---|
all | counter | 19.68% |
all | desk | 19.68% |
all | filingcabinet | 19.68% |
all | Foreman | 5.33% |
all | inventoryfemale | 1.13% |
all | inventorymale | 1.13% |
all | locker | 19.68% |
all | Office Worker | 5.33% |
all | Office Worker Skirt | 5.33% |
all | officedrawers | 19.68% |
all | other | 5.33% |
all | shelves | 19.68% |
all | sidetable | 4.44% |
all | Teacher (male) Teacher (female) |
5.33% |
all | Waiter_ Classy (male outfit) Waiter_ Classy (female outfit) |
5.33% |
artstore | counter | 19.68% |
artstore | shelves | 41.46% |
artstore | shelves | 23.67% |
bedroom | crate | 1.01% |
bedroom | desk | 19.68% |
bedroom | sidetable | 19.68% |
bookstore | counter | 23.67% |
classroom | counter | 19.68% |
classroom | desk | 19.68% |
classroom | metal_shelves | 19.68% |
classroom | shelves | 19.68% |
closet | crate | 19.68% |
closet | crate | 1.01% |
empty | crate | 19.68% |
garagestorage | crate | 19.68% |
garagestorage | crate | 1.01% |
generalstore | shelves | 19.68% |
generalstorestorage | shelves | 19.68% |
gigamart | shelves | 19.68% |
hall | counter | 19.68% |
hall | locker | 19.68% |
jewelrystore | counter | 19.68% |
kitchen | counter | 19.68% |
kitchen | shelves | 19.68% |
library | counter | 19.68% |
livingroom | counter | 19.68% |
livingroom | overhead | 19.68% |
livingroom | shelves | 19.68% |
livingroom | sidetable | 19.68% |
livingroom | wardrobe | 19.68% |
lobby | counter | 19.68% |
motelroomoccupied | sidetable | 1.13% |
office | counter | 19.68% |
office | crate | 19.68% |
office | desk | 19.68% |
office | metal_shelves | 19.68% |
office | shelves | 19.68% |
officestorage | crate | 19.68% |
officestorage | metal_shelves | 19.68% |
plazastore1 | counter | 19.68% |
policestorage | counter | 19.68% |
post | counter | 19.68% |
schoolstorage | metal_shelves | 19.68% |
storageunit | crate | 19.68% |
storageunit | crate | 1.01% |
storageunit | metal_shelves | 19.68% |
storageunit | metal_shelves | 1.01% |
Type | Container | Effective chance |
---|---|---|
All | Glove Box | 5.33% |
Ambulance | Glove Box | 5.33% |
Carpenter | Glove Box | 5.33% |
Construction Worker | Glove Box | 5.33% |
Distillery | Glove Box | 5.33% |
Doctor | Glove Box | 5.33% |
Electrician | Glove Box | 5.33% |
Farmer | Glove Box | 5.33% |
Fire | Glove Box | 5.33% |
Fisherman | Glove Box | 5.33% |
Fossoil | Glove Box | 5.33% |
Golf | Glove Box | 5.33% |
Heralds | Glove Box | 5.33% |
Hunter | Glove Box | 5.33% |
Mass Gen Fac | Glove Box | 5.33% |
McCoy | Glove Box | 5.33% |
Metal Welder | Glove Box | 5.33% |
Painter | Glove Box | 5.33% |
Police | Glove Box | 5.33% |
Postal | Glove Box | 5.33% |
Radio | Glove Box | 5.33% |
Ranger | Glove Box | 5.33% |
Spiffo | Glove Box | 5.33% |
Survivalist | Glove Box | 5.33% |
Taxi | Glove Box | 5.33% |
Transit | Glove Box | 5.33% |
Amount | Skill level | Biome: chance | Weather modifiers % | Month modifiers | |||||
---|---|---|---|---|---|---|---|---|---|
Snow | Rain | Day | Night | Months available | Bonus months | Malus months | |||
1 | 0 | DeepForest: 50 Farm: 50 FarmLand: 50 Forest: 50 Nav: 50 TownZone: 50 TrailerPark: 50 Vegitation: 50 |
- | - | - | - | - | - | - |
Effective chance calculations are based off of default 'apocalypse' loot settings, with no luck modifier, and average 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. Duplicate entries do exist, but have been removed for clarity.
Building/Room | Container | Effective chance |
---|---|---|
all | counter | 19.68% |
all | desk | 19.68% |
all | filingcabinet | 19.68% |
all | inventoryfemale | 1.13% |
all | inventorymale | 1.13% |
all | locker | 19.68% |
all | Office Worker | 5.33% |
all | Office Worker Skirt | 5.33% |
all | officedrawers | 19.68% |
all | other | 5.33% |
all | shelves | 19.68% |
all | sidetable | 4.44% |
all | Teacher (male) Teacher (female) |
5.33% |
artstore | counter | 19.68% |
artstore | shelves | 41.46% |
artstore | shelves | 23.67% |
bedroom | crate | 1.01% |
bedroom | desk | 19.68% |
bedroom | sidetable | 19.68% |
bookstore | counter | 23.67% |
classroom | counter | 19.68% |
classroom | desk | 19.68% |
classroom | metal_shelves | 19.68% |
classroom | shelves | 19.68% |
closet | crate | 19.68% |
closet | crate | 1.01% |
empty | crate | 19.68% |
garagestorage | crate | 19.68% |
garagestorage | crate | 1.01% |
generalstore | shelves | 19.68% |
generalstorestorage | shelves | 19.68% |
gigamart | shelves | 19.68% |
hall | counter | 19.68% |
hall | locker | 19.68% |
jewelrystore | counter | 19.68% |
kitchen | counter | 19.68% |
kitchen | shelves | 19.68% |
library | counter | 19.68% |
livingroom | counter | 19.68% |
livingroom | overhead | 19.68% |
livingroom | shelves | 19.68% |
livingroom | sidetable | 19.68% |
livingroom | wardrobe | 19.68% |
lobby | counter | 19.68% |
motelroomoccupied | sidetable | 1.13% |
office | counter | 19.68% |
office | crate | 19.68% |
office | desk | 19.68% |
office | metal_shelves | 19.68% |
office | shelves | 19.68% |
officestorage | crate | 19.68% |
officestorage | metal_shelves | 19.68% |
plazastore1 | counter | 19.68% |
policestorage | counter | 19.68% |
post | counter | 19.68% |
schoolstorage | metal_shelves | 19.68% |
storageunit | crate | 19.68% |
storageunit | crate | 1.01% |
storageunit | metal_shelves | 19.68% |
storageunit | metal_shelves | 1.01% |
Type | Container | Effective chance |
---|---|---|
All | Glove Box | 5.33% |
Ambulance | Glove Box | 5.33% |
Carpenter | Glove Box | 5.33% |
Construction Worker | Glove Box | 5.33% |
Distillery | Glove Box | 5.33% |
Doctor | Glove Box | 5.33% |
Electrician | Glove Box | 5.33% |
Farmer | Glove Box | 5.33% |
Fire | Glove Box | 5.33% |
Fisherman | Glove Box | 5.33% |
Fossoil | Glove Box | 5.33% |
Golf | Glove Box | 5.33% |
Heralds | Glove Box | 5.33% |
Hunter | Glove Box | 5.33% |
Mass Gen Fac | Glove Box | 5.33% |
McCoy | Glove Box | 5.33% |
Metal Welder | Glove Box | 5.33% |
Painter | Glove Box | 5.33% |
Police | Glove Box | 5.33% |
Postal | Glove Box | 5.33% |
Radio | Glove Box | 5.33% |
Ranger | Glove Box | 5.33% |
Spiffo | Glove Box | 5.33% |
Survivalist | Glove Box | 5.33% |
Taxi | Glove Box | 5.33% |
Transit | Glove Box | 5.33% |
Amount | Skill level | Biome: chance | Weather modifiers % | Month modifiers | |||||
---|---|---|---|---|---|---|---|---|---|
Snow | Rain | Day | Night | Months available | Bonus months | Malus months | |||
1 | 0 | DeepForest: 50 Farm: 50 FarmLand: 50 Forest: 50 Nav: 50 TownZone: 50 TrailerPark: 50 Vegitation: 50 |
- | - | - | - | - | - | - |
History
Base.Pen
Version | Description |
---|---|
Build 41.69 | Item tag changed from Write to ['Write', 'Pen'] . |
Build 41.65 | DisplayCategory added with value Household . |
Build 41.54 | BreakSound changed from BreakMetalItem to PenBreak .DoorHitSound added with value PenHit .HitFloorSound added with value PenHit .HitSound added with value PenHit .ImpactSound added with value PenHit .SwingSound added with value PenSwing . |
Build 41.47 | Item tag added with value Write . |
Build 41.32 | MaxRange changed from 0.9 to 0.8 .MinAngle changed from 0 to 0.65 . |
Build 41.12 | CriticalChance added with value 0 .SplatNumber changed from 0 to 1 .WeaponLength added with value 0.15 .WeaponSprite changed from Knife to Pen .WeaponWeight removed. |
Build 40.9 | BreakSound changed from PZ_MetalSnap to BreakMetalItem . |
Build 30.12 | EnduranceMod added with value 0.5 . |
Build 29.3 | BreakSound added with value PZ_MetalSnap .DoorDamage changed from 1 to 0 .TreeDamage added with value 0 . |
RC2.9.9.17 - Build 0009 | ConditionMax changed from 10 to 2 .IdleAnim added with value Idle_Weapon2 .RunAnim added with value Run_Weapon2 . |
RC2.9.9.10 | ConditionLowerChanceOneIn changed from 5 to 1 . |
RC2.9 - Build 0008 | ConditionLowerChanceOneIn changed from 1 to 5 .ConditionMax changed from 1 to 10 .KnockBackOnNoDeath added with value FALSE .MaxDamage changed from 1.2 to 0.1 .MinDamage changed from 0.4 to 0.1 .MinimumSwingTime changed from 4.1 to 2 .PushBackMod changed from 0 to 0.3 .SplatBloodOnNoDeath added with value FALSE .SplatNumber added with value 0 .SwingTime changed from 4.1 to 2 .WeaponWeight changed from 0.7 to 0.1 . |
RC2.9 - Build 0007 | IsAimedHandWeapon changed from true to TRUE .MaxDamage changed from 1.4 to 1.2 .MinRange changed from 0.1 to 0.61 .SubCategory added with value Stab .Weight changed from 2 to 0.1 . |
0.2.0r RC2 | AimingMod added with value 0.8 .DoorDamage changed from 0 to 1 .IsAimedHandWeapon added with value true .MaxDamage changed from 2.5 to 1.4 .MaxRange changed from 0.5 to 0.9 .MinDamage changed from 2.5 to 0.4 .MinRange added with value 0.1 .MinimumSwingTime changed from 60 to 4.1 .SwingAmountBeforeImpact changed from 0.20 to 0.02 .SwingAnim changed from Bat to Stab .SwingTime changed from 65 to 4.1 .UseEndurance removed.WeaponSprite changed from knife to Knife .WeaponWeight changed from 0.1 to 0.7 .Weight changed from 0.1 to 2 . |
0.2.0e | MinimumSwingTime changed from 50 to 60 .SwingTime changed from 55 to 65 . |
0.2.0b | MinimumSwingTime changed from 60 to 50 .SwingTime changed from 65 to 55 . |
0.2.0a | Categories added with value Improvised .ConditionLowerChanceOneIn added with value 1 .ConditionMax added with value 1 .DoorDamage added with value 0 .KnockdownMod added with value 0 .MaxDamage added with value 2.5 .MaxHitCount added with value 1 .MaxRange added with value 0.5 .MinAngle added with value 0 .MinDamage added with value 2.5 .MinimumSwingTime added with value 60 .PushBackMod added with value 0 .SwingAmountBeforeImpact added with value 0.20 .SwingAnim added with value Bat .SwingTime added with value 65 .Type changed from Normal to Weapon .UseEndurance added with value false .WeaponSprite added with value knife .WeaponWeight added with value 0.1 . |
0.1.5d | Released on or before this version. |
Code
Pen
Source: ProjectZomboid\media\scripts\items_weapons.txt
item Pen
{
DisplayCategory = Household,
MaxRange = 0.8,
WeaponSprite = Pen,
MinAngle = 0.65,
Type = Weapon,
MinimumSwingTime = 2,
KnockBackOnNoDeath = FALSE,
SwingAmountBeforeImpact = 0.02,
Categories = Improvised,
ConditionLowerChanceOneIn = 1,
Weight = 0.1,
SplatNumber = 1,
PushBackMod = 0.3,
SubCategory = Stab,
AimingMod = 0.8,
ConditionMax = 2,
MaxHitCount = 1,
IsAimedHandWeapon = TRUE,
DoorDamage = 0,
SwingAnim = Stab,
DisplayName = Pen,
MinRange = 0.61,
SwingTime = 2,
KnockdownMod = 0,
SplatBloodOnNoDeath = FALSE,
Icon = Pen,
RunAnim = Run_Weapon2,
IdleAnim = Idle_Weapon2,
TreeDamage = 0,
EnduranceMod = 0.5,
CriticalChance = 0,
MinDamage = 0.1,
MaxDamage = 0.1,
WeaponLength = 0.15,
Tags = Write;Pen,
BreakSound = PenBreak,
HitFloorSound = PenHit,
ImpactSound = PenHit,
DoorHitSound = PenHit,
HitSound = PenHit,
SwingSound = PenSwing,
}
Red Pen
Source: ProjectZomboid\media\scripts\items_weapons.txt
item RedPen
{
DisplayCategory = Household,
MaxRange = 0.8,
WeaponSprite = Pen,
MinAngle = 0.65,
Type = Weapon,
MinimumSwingTime = 2,
KnockBackOnNoDeath = FALSE,
SwingAmountBeforeImpact = 0.02,
Categories = Improvised,
ConditionLowerChanceOneIn = 1,
Weight = 0.1,
SplatNumber = 1,
PushBackMod = 0.3,
SubCategory = Stab,
AimingMod = 0.8,
ConditionMax = 2,
MaxHitCount = 1,
IsAimedHandWeapon = TRUE,
DoorDamage = 0,
SwingAnim = Stab,
DisplayName = Red Pen,
MinRange = 0.61,
SwingTime = 2,
KnockdownMod = 0,
SplatBloodOnNoDeath = FALSE,
Icon = Pen,
RunAnim = Run_Weapon2,
IdleAnim = Idle_Weapon2,
TreeDamage = 0,
EnduranceMod = 0.5,
ColorRed = 220,
ColorGreen = 10,
ColorBlue = 10,
CriticalChance = 0,
MinDamage = 0.1,
MaxDamage = 0.1,
WeaponLength = 0.15,
Tags = Write;RedPen,
BreakSound = PenBreak,
HitFloorSound = PenHit,
ImpactSound = PenHit,
DoorHitSound = PenHit,
HitSound = PenHit,
SwingSound = PenSwing,
}
Blue Pen
Source: ProjectZomboid\media\scripts\items_weapons.txt
item BluePen
{
DisplayCategory = Household,
MaxRange = 0.8,
WeaponSprite = Pen,
MinAngle = 0.65,
Type = Weapon,
MinimumSwingTime = 2,
KnockBackOnNoDeath = FALSE,
SwingAmountBeforeImpact = 0.02,
Categories = Improvised,
ConditionLowerChanceOneIn = 1,
Weight = 0.1,
SplatNumber = 1,
PushBackMod = 0.3,
SubCategory = Stab,
AimingMod = 0.8,
ConditionMax = 2,
MaxHitCount = 1,
IsAimedHandWeapon = TRUE,
DoorDamage = 0,
SwingAnim = Stab,
DisplayName = Blue Pen,
MinRange = 0.61,
SwingTime = 2,
KnockdownMod = 0,
SplatBloodOnNoDeath = FALSE,
Icon = Pen,
RunAnim = Run_Weapon2,
IdleAnim = Idle_Weapon2,
TreeDamage = 0,
EnduranceMod = 0.5,
ColorRed = 50,
ColorGreen = 50,
ColorBlue = 210,
CriticalChance = 0,
MinDamage = 0.1,
MaxDamage = 0.1,
WeaponLength = 0.15,
Tags = Write;BluePen,
BreakSound = PenBreak,
HitFloorSound = PenHit,
ImpactSound = PenHit,
DoorHitSound = PenHit,
HitSound = PenHit,
SwingSound = PenSwing,
}