# Item

# Example Entry

Source: Modules/SandBoxCore/ModuleData/spitems.xml

  <Item id="headscarf_d"
        name="{=wW3iouiU}Hijab"
        mesh="headscarf_d"
        culture="Culture.aserai"
        weight="0.5"
        appearance="0.5"
        Type="HeadArmor">
    <ItemComponent>
      <Armor head_armor="3"
             has_gender_variations="false"
             hair_cover_type="all"
             modifier_group="cloth_unarmoured"
             material_type="Cloth"
             beard_cover_type="type3" />
    </ItemComponent>
    <Flags Civilian="true"
           UseTeamColor="true" />
  </Item>

# Parent node

# Child nodes

# Attributes

name | mesh | culture | weight | appearance | Type | multiplayer_item | subtype | difficulty | lod_atlas_index | is_merchandise | body_name | recalculate_body | prefab | value | item_holsters | AmmoOffset | holster_position_shift | holster_body_name | holster_mesh | holster_mesh_with_weapon | flying_mesh | shield_body_name | using_tableau | has_lower_holster_priority | item_category | IsFood

  • # name

    type: string
    example: {=wW3iouiU}Hijab
    Note: The prefix in the {=} format is the translation id found in strings.txt
    TODO: Find out if this is auto generated.

  • # mesh

    type: string
    example: headscarf_d
    The string is a reference to the mesh id
    TODO: Figure out where this is stored

  • # culture

    type: string
    possible values: 'Culture.aserai', 'Culture.sturgia', 'Culture.battania', 'Culture.looters', 'Culture.khuzait', 'Culture.vlandia', 'Culture.empire', 'Culture.neutral_culture'
    example: Culture.aserai

  • # weight

    type: double
    example: 0.5

  • # appearance

    type: double
    example: 0.5
    Used for calculate values

  • # Type

    type: ArmourType
    possible values: 'HeadArmor', 'headArmor', 'Cape', 'BodyArmor', 'HandArmor', 'LegArmor', 'OneHandedWeapon', 'Bow', 'Polearm', 'Crossbow', 'Thrown', 'Arrows', 'Bolts', 'Shield', 'Horse', 'HorseHarness', 'Goods', 'Banner', 'Animal'
    example: HeadArmor

  • # multiplayer_item

    type: boolean
    possible values: 'true', 'false'
    example: false

  • # subtype

    type: string
    possible values: 'head_armor', 'body_armor', 'bow', 'two_handed_wpn', 'arrows', 'horse'
    example: head_armor
    It seems like it's unused

  • # difficulty

    type: int
    possible values: 0-100
    example: 80

  • # lod_atlas_index

    type: int
    example: 2
    It seems like it's unused

  • # is_merchandise

    type: boolean
    example: false
    If the item is marketable

  • # body_name

    type: id
    example: bo_mace_a
    Used for shape calculating

  • # recalculate_body

    type: boolean
    possible values: 'true', 'false'
    example: false
    Used for shape calculating

  • # prefab

    type: id
    example: torch_a_wm_only_flame
    It seems like it's unused

  • # value

    type: int
    example: 150
    The average market value

  • # item_holsters

    type: string
    possible values: 'abdomen_left', 'bow_back_2:bow_hip:bow_hip_2:bow_back', 'bow_back:bow_back_2:bow_hip:bow_hip_2', 'sword_left_hip', 'polearm_back:polearm_back_2', 'bow_hip:bow_hip_2:bow_back:bow_back_2', 'crossbow_back:bow_hip:mace_right_hip:bow_hip_2', 'throwing_stone:throwing_stone_2', '', 'quiver_back_top:quiver_back_top_2', 'quiver_back_middle:quiver_bolts_2:quiver_bolts', 'quiver_back_lower:quiver_back_lower_2', 'quiver_back_middle:quiver_bolts:quiver_bolts_2', 'quiver_bolts:quiver_bolts_2:quiver_back_middle:quiver_back_top', 'quiver_back_middle:quiver_back_top:quiver_bolts:quiver_bolts_2', 'shield_round:shield_4', 'shield_oval:shield_4:shield_3:shield_2', 'shield:shield_2:shield_3:shield_4', 'shield_kite:shield_2:shield_3:shield_4'
    example: abdomen_left
    The carry position of a weapon

  • # AmmoOffset

    type: vector3d
    example: 0.0, 0.02131, 0.24675
    The position the projectile is shot from?

  • # holster_position_shift

    type: vector3d
    example: 0.0,0.0,-0.0
    TODO: Figure out what this is for

  • # holster_body_name

    type: string
    example: bo_axe_short
    TODO: Figure out what this is for

  • # holster_mesh

    type: string
    example: stone_holster
    The mesh id of the quivers etc

  • # holster_mesh_with_weapon

    type: string
    example: stone_holster
    The mesh id of the quivers etc with the weapon

  • # flying_mesh

    type: string
    example: arrow_bl_flying
    The mesh id of the projectile

  • # shield_body_name

    type: string
    example: bo_sturgia_shield_a
    The hitbox id of a shield

  • # using_tableau

    type: boolean
    example: true
    Whether the item has a tableau

  • # has_lower_holster_priority

    type: boolean
    example: true
    TODO: Figure out what this exactly does.

  • # item_category

    type: id
    possible values: 'horse', 'sumpter_horse', 'war_horse', 'wool', 'silver', 'jewelry', 'salt', 'cotton', 'flax', 'clay', 'pottery', 'linen', 'leather', 'velvet', 'cheese', 'butter', 'fish', 'grape', 'date_fruit', 'olives', 'beer', 'wine', 'oil', 'fur', 'animal', 'sheep', 'cow', 'hog'
    example: horse
    Marketable item category

  • # IsFood

    type: boolean
    example: true
    If the item is consumable