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>
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
-
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. -
type:
string
example:headscarf_d
The string is a reference to the mesh id
TODO: Figure out where this is stored -
type:
string
possible values:'Culture.aserai', 'Culture.sturgia', 'Culture.battania', 'Culture.looters', 'Culture.khuzait', 'Culture.vlandia', 'Culture.empire', 'Culture.neutral_culture'
example:Culture.aserai
-
type:
double
example:0.5
-
type:
double
example:0.5
Used for calculate values -
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
-
type:
boolean
possible values:'true', 'false'
example:false
-
type:
string
possible values:'head_armor', 'body_armor', 'bow', 'two_handed_wpn', 'arrows', 'horse'
example:head_armor
It seems like it's unused -
type:
int
possible values:0-100
example:80
-
type:
int
example:2
It seems like it's unused -
type:
boolean
example:false
If the item is marketable -
type:
id
example:bo_mace_a
Used for shape calculating -
type:
boolean
possible values:'true', 'false'
example:false
Used for shape calculating -
type:
id
example:torch_a_wm_only_flame
It seems like it's unused -
type:
int
example:150
The average market value -
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 -
type:
vector3d
example:0.0, 0.02131, 0.24675
The position the projectile is shot from? -
type:
vector3d
example:0.0,0.0,-0.0
TODO: Figure out what this is for -
type:
string
example:bo_axe_short
TODO: Figure out what this is for -
type:
string
example:stone_holster
The mesh id of the quivers etc -
type:
string
example:stone_holster
The mesh id of the quivers etc with the weapon -
type:
string
example:arrow_bl_flying
The mesh id of the projectile -
type:
string
example:bo_sturgia_shield_a
The hitbox id of a shield -
type:
boolean
example:true
Whether the item has a tableau -
type:
boolean
example:true
TODO: Figure out what this exactly does. -
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 -
type:
boolean
example:true
If the item is consumable