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Scissors are a one-handed, short blade weapon and useful tailoring tool.
Usage
Tailoring
- Main article: Tailoring
Scissors are required to use the "rip clothing" command on denim and leather clothing to obtain leather and denim strips.
Weapon
Scissors can be used as an emergency weapon, with the ability to perform execution: jaw stab.
Appearance
- Main article: Appearance
Scissors can be used to modify a character's hair or beard.
Crafting
Build 41
Scissors can be attached to a spear using two duct tape. The condition of the scissors will be carried over to the spear.
Product | Ingredients | Tools | Requirements | Workstation | XP |
---|---|---|---|---|---|
Spear with Scissors |
Crafted Spear ×1 Scissors ×1 Duct Tape ×2 unit(s) |
none | none | none | none |
Scissors |
Spear with Scissors ×1 | none | none | none | none |
Condition
Scissors have a maximum condition of 10. Its rate of degradation is influenced by the short blade and maintenance skills. The chance of losing durability can be simplified to the following formula: 1 in (1 + maintenanceMod × 2)
. Where "maintenanceMod" is calculated using the short blade and maintenance skills.
Below is an example of the chance of losing durability at varying levels of the maintenance and short blade skills.
Maintenance level | Short blade level | Condition lower chance | Average condition |
---|---|---|---|
0 | 0 | 1/1 (100%) | 10 |
0 | 4 | 1/3 (33%) | 30 |
0 | 8 | 1/5 (20%) | 50 |
4 | 0 | 1/5 (20%) | 50 |
8 | 0 | 1/9 (11%) | 90 |
4 | 4 | 1/7 (14%) | 70 |
4 | 8 | 1/9 (11%) | 90 |
8 | 8 | 1/13 (8%) | 130 |
10 | 10 | 1/15 (7%) | 150 |
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 |
---|---|---|
aesthetic | counter | 19.68% |
all | desk | 6.74% |
all | filingcabinet | 6.74% |
all | officedrawers | 6.74% |
all | other | 1.73% |
artstore | counter | 6.74% |
artstore | shelves | 41.46% |
artstore | shelves | 23.67% |
bedroom | crate | 0.65% |
bedroom | desk | 6.74% |
bookstore | counter | 19.68% |
classroom | counter | 6.74% |
classroom | desk | 6.74% |
classroom | metal_shelves | 6.74% |
classroom | shelves | 6.74% |
closet | crate | 6.74% |
closet | crate | 0.65% |
daycare | counter | 6.74% |
daycare | desk | 6.74% |
daycare | metal_shelves | 6.74% |
daycare | shelves | 6.74% |
dentiststorage | metal_shelves | 41.46% |
dentiststorage | metal_shelves | 23.67% |
empty | crate | 6.74% |
garagestorage | crate | 6.74% |
garagestorage | crate | 0.65% |
generalstore | shelves | 19.68% |
generalstorestorage | shelves | 19.68% |
gigamart | shelves | 19.68% |
hall | counter | 6.74% |
hospitalstorage | metal_shelves | 41.46% |
hospitalstorage | metal_shelves | 23.67% |
jewelrystore | counter | 6.74% |
kennels | counter | 41.46% |
kennels | counter | 23.67% |
kennels | metal_shelves | 41.46% |
kennels | metal_shelves | 23.67% |
kitchen | counter | 6.74% |
kitchen | shelves | 6.74% |
library | counter | 6.74% |
livingroom | counter | 6.74% |
livingroom | overhead | 6.74% |
livingroom | sidetable | 6.74% |
livingroom | wardrobe | 6.74% |
lobby | counter | 6.74% |
medical | counter | 41.46% |
medical | counter | 23.67% |
medical | metal_shelves | 41.46% |
medical | metal_shelves | 23.67% |
MedicalCache1 | MedicalBox | 23.67% |
medicalstorage | counter | 41.46% |
medicalstorage | counter | 23.67% |
medicalstorage | metal_shelves | 41.46% |
medicalstorage | metal_shelves | 23.67% |
morgue | counter | 23.67% |
Nurse | crate | 41.46% |
Nurse | crate | 23.67% |
Nurse | metal_shelves | 41.46% |
Nurse | metal_shelves | 23.67% |
office | counter | 6.74% |
office | crate | 6.74% |
office | desk | 6.74% |
office | metal_shelves | 6.74% |
officestorage | crate | 6.74% |
officestorage | metal_shelves | 6.74% |
pharmacy | metal_shelves | 41.46% |
pharmacy | metal_shelves | 23.67% |
pharmacystorage | counter | 41.46% |
pharmacystorage | counter | 23.67% |
pharmacystorage | metal_shelves | 41.46% |
pharmacystorage | metal_shelves | 23.67% |
pharmacystorage | shelves | 41.46% |
pharmacystorage | shelves | 23.67% |
plazastore1 | counter | 6.74% |
policestorage | counter | 6.74% |
post | counter | 19.68% |
SafehouseLoot | counter | 23.67% |
SafehouseLoot | medicine | 23.67% |
schoolstorage | metal_shelves | 6.74% |
sewingstorage | crate | 19.68% |
sewingstorage | metal_shelves | 19.68% |
sewingstore | clothingrack | 19.68% |
sewingstore | counter | 19.68% |
sewingstore | shelves | 19.68% |
storageunit | crate | 6.74% |
storageunit | crate | 0.65% |
storageunit | metal_shelves | 6.74% |
storageunit | metal_shelves | 0.65% |
Outfit | Days survived | Chance |
---|---|---|
Any | 0 | 30 |
Any | 0 | 30 |
Any | 0 | 30 |
Any | 0 | 30 |
Story ID | Link |
---|---|
RBTSSewing | Table stories |
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.Scissors
Version | Description |
---|---|
Build 41.69 | Item tag added with value Scissors . |
Build 41.65 | DisplayCategory added with value Household . |
Build 41.54 | BreakSound changed from BreakMetalItem to ScissorsBreak .DoorHitSound added with value ScissorsHit .HitFloorSound changed from BladeHit to ScissorsHit .HitSound changed from BladeHit to ScissorsHit .ImpactSound changed from BladeHit to ScissorsHit .SwingSound added with value ScissorsSwing . |
Build 41.51 | CloseKillMove added with value Jaw_Stab . |
Build 41.33 | BreakSound added with value BreakMetalItem . |
Build 41.32 | MinAngle changed from 0 to 0.65 . |
Build 41.17 | AttachmentType added with value Screwdriver . |
Build 41.12 | Categories changed from Blade to SmallBlade .DamageCategory added with value Slash .DamageMakeHole added with value TRUE .HitFloorSound added with value BladeHit .HitSound added with value BladeHit .ImpactSound added with value BladeHit .MaxDamage changed from 0.3 to 0.1 .MinDamage changed from 0.2 to 0.1 .WeaponLength added with value 0.17 .WeaponSprite changed from Knife to Scissors .WeaponWeight removed. |
Build 35.25b | MetalValue added with value 8 . |
Build 30.12 | EnduranceMod added with value 0.5 . |
Build 29.3 | TreeDamage added with value 0 . |
RC2.9.9.10 | ConditionLowerChanceOneIn changed from 20 to 1 . |
RC2.9 - Build 0008 | ConditionLowerChanceOneIn changed from 100 to 20 .ConditionMax changed from 1 to 10 .CriticalChance added with value 5 .IsAimedHandWeapon changed from true to TRUE .MaxDamage changed from 0.8 to 0.3 .MinDamage changed from 0.4 to 0.2 .MinimumSwingTime changed from 4.1 to 2 .PushBackMod changed from 0 to 0.3 .SwingTime changed from 4.1 to 2 .WeaponWeight changed from 0.7 to 0.4 .Weight changed from 0.8 to 0.4 . |
RC2.9 - Build 0007 | Released on this version. |
Code
Source: ProjectZomboid\media\scripts\items_weapons.txt
item Scissors
{
DisplayCategory = Household,
MaxRange = 0.9,
WeaponSprite = Scissors,
MinAngle = 0.65,
Type = Weapon,
MinimumSwingTime = 2,
SwingAmountBeforeImpact = 0.02,
Categories = SmallBlade,
Weight = 0.4,
ConditionLowerChanceOneIn = 1,
PushBackMod = 0.3,
SubCategory = Stab,
AimingMod = 0.8,
ConditionMax = 10,
MaxHitCount = 1,
IsAimedHandWeapon = TRUE,
DoorDamage = 1,
SwingAnim = Stab,
CriticalChance = 5,
DisplayName = Scissors,
MinRange = 0.61,
SwingTime = 2,
KnockdownMod = 0,
Icon = Scissors,
TreeDamage = 0,
EnduranceMod = 0.5,
MetalValue = 8,
MinDamage = 0.1,
MaxDamage = 0.1,
WeaponLength = 0.17,
DamageCategory = Slash,
DamageMakeHole = TRUE,
BreakSound = ScissorsBreak,
HitFloorSound = ScissorsHit,
ImpactSound = ScissorsHit,
DoorHitSound = ScissorsHit,
HitSound = ScissorsHit,
SwingSound = ScissorsSwing,
AttachmentType = Screwdriver,
CloseKillMove = Jaw_Stab,
Tags = Scissors,
}