> For the complete documentation index, see [llms.txt](https://yigu-studio.gitbook.io/bannerlord-modding-cn/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://yigu-studio.gitbook.io/bannerlord-modding-cn/_xmldocs/items/item.md).

# 物品 Item

## 例子

Source: Modules/SandBoxCore/ModuleData/spitems.xml

```markup
  <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

* [物品(类别) Items](/bannerlord-modding-cn/_xmldocs/items.md)

## Child nodes

* [物品组件 ItemComponent](/bannerlord-modding-cn/_xmldocs/items/item/itemcomponent.md)
* [旗帜 Flags](/bannerlord-modding-cn/_xmldocs/items/item/flags.md)

## Attributes

[名称 name](/bannerlord-modding-cn/_xmldocs/items/item.md#name) | [网格 mesh](/bannerlord-modding-cn/_xmldocs/items/item.md#mesh) | [文化 culture](/bannerlord-modding-cn/_xmldocs/items/item.md#culture) | [重量 weight](/bannerlord-modding-cn/_xmldocs/items/item.md#weight) | [外观 appearance](/bannerlord-modding-cn/_xmldocs/items/item.md#appearance) | [类型 Type](/bannerlord-modding-cn/_xmldocs/items/item.md#type) | [多人模式物品 multiplayer\_item](/bannerlord-modding-cn/_xmldocs/items/item.md#multiplayer_item) | [子类型 subtype](/bannerlord-modding-cn/_xmldocs/items/item.md#subtype) | [难度 difficulty](/bannerlord-modding-cn/_xmldocs/items/item.md#difficulty) | [(?) lod\_atlas\_index](/bannerlord-modding-cn/_xmldocs/items/item.md#lod_atlas_index) | [是否商品 is\_merchandise](/bannerlord-modding-cn/_xmldocs/items/item.md#is_merchandise) | [模型名 body\_name](/bannerlord-modding-cn/_xmldocs/items/item.md#body_name) | [(?) recalculate\_body](/bannerlord-modding-cn/_xmldocs/items/item.md#recalculate_body) | [(?) prefab](/bannerlord-modding-cn/_xmldocs/items/item.md#prefab) | [价值 value](/bannerlord-modding-cn/_xmldocs/items/item.md#value) | [收起位置 item\_holsters](/bannerlord-modding-cn/_xmldocs/items/item.md#item_holsters) | [弹药位置偏移 AmmoOffset](/bannerlord-modding-cn/_xmldocs/items/item.md#ammooffset) | [(?) holster\_position\_shift](/bannerlord-modding-cn/_xmldocs/items/item.md#holster_position_shift) | [(?) holster\_body\_name](/bannerlord-modding-cn/_xmldocs/items/item.md#holster_body_name) | [容器模型 holster\_mesh](/bannerlord-modding-cn/_xmldocs/items/item.md#holster_mesh) | [容器(带武器)模型 holster\_mesh\_with\_weapon](/bannerlord-modding-cn/_xmldocs/items/item.md#holster_mesh_with_weapon) | [投射物模型 flying\_mesh](/bannerlord-modding-cn/_xmldocs/items/item.md#flying_mesh) | [盾牌碰撞模型 shield\_body\_name](/bannerlord-modding-cn/_xmldocs/items/item.md#shield_body_name) | [(?) using\_tableau](/bannerlord-modding-cn/_xmldocs/items/item.md#using_tableau) | [(?) has\_lower\_holster\_priority](/bannerlord-modding-cn/_xmldocs/items/item.md#has_lower_holster_priority) | [物品类别 item\_category](/bannerlord-modding-cn/_xmldocs/items/item.md#item_category) | [是否食物 IsFood](/bannerlord-modding-cn/_xmldocs/items/item.md#isfood)

* **name**

  **类型:** `string`\
  **范例:** `{=wW3iouiU}Hijab`\
  *注意: 例子中的前缀 `{=}` 是string.txt中定义的翻译文本ID*\
  *尚不知晓翻译文本ID是否为自动生成的*
* **mesh**

  **类型:** `string`\
  **范例:** `headscarf_d`\
  *字符串为模型的ID*\
  *尚未找出模型的存储位置*
* **culture**

  **类型:** `string`\
  **可能的值:** `'Culture.aserai', 'Culture.sturgia', 'Culture.battania', 'Culture.looters', 'Culture.khuzait', 'Culture.vlandia', 'Culture.empire', 'Culture.neutral_culture'`\
  **范例:** `Culture.aserai`
* **weight**

  **类型:** `double`\
  **范例:** `0.5`
* **appearance**

  **类型:** `double`\
  **范例:** `0.5`\
  *待办: 找出这个属性的具体作用*
* **Type**

  **类型:** `ArmourType`\
  **可能的值:** `'HeadArmor', 'headArmor', 'Cape', 'BodyArmor', 'HandArmor', 'LegArmor', 'OneHandedWeapon', 'Bow', 'Polearm', 'Crossbow', 'Thrown', 'Arrows', 'Bolts', 'Shield', 'Horse', 'HorseHarness', 'Goods', 'Banner', 'Animal'`\
  **范例:** `HeadArmor`
* **multiplayer\_item**

  **类型:** `boolean`\
  **可能的值:** `'true', 'false'`\
  **范例:** `false`
* **subtype**

  **类型:** `string`\
  **可能的值:** `'head_armor', 'body_armor', 'bow', 'two_handed_wpn', 'arrows', 'horse'`\
  **范例:** `head_armor`\
  *待办: 查明作用*
* **difficulty**

  **类型:** `int`\
  **可能的值:** `0-100`\
  **范例:** `80`
* **lod\_atlas\_index**

  **类型:** `int`\
  **范例:** `2`\
  *待办: 查明作用*
* **is\_merchandise**

  **类型:** `boolean`\
  **范例:** `false`\
  *定义这件物品是否是商品（是否买得到）*
* **body\_name**

  **类型:** `id`\
  **范例:** `bo_mace_a`\
  *可能是武器的碰撞模型？ 待办: 查明作用*
* **recalculate\_body**

  **类型:** `boolean`\
  **可能的值:** `'true', 'false'`\
  **范例:** `false`\
  *待办: 查明作用*
* **prefab**

  **类型:** `id`\
  **范例:** `torch_a_wm_only_flame`\
  *待办: 查明作用 可能是粒子效果？*
* **value**

  **类型:** `int`\
  **范例:** `150`\
  *市场均价*
* **item\_holsters**

  **类型:** `string`\
  **可能的值:** `'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'`\
  **范例:** `abdomen_left`\
  *收起状态下的携带位置*
* **AmmoOffset**

  **类型:** `vector3d`\
  **范例:** `0.0, 0.02131, 0.24675`\
  *投射物的起始位置？*
* **holster\_position\_shift**

  **类型:** `vector3d`\
  **范例:** `0.0,0.0,-0.0`\
  *待办: 查明作用（某种位置偏移）*
* **holster\_body\_name**

  **类型:** `string`\
  **范例:** `bo_axe_short`\
  *待办: 查明作用（模型）*
* **holster\_mesh**

  **类型:** `string`\
  **范例:** `stone_holster`\
  *比如箭袋的模型*
* **holster\_mesh\_with\_weapon**

  **类型:** `string`\
  **范例:** `stone_holster`\
  *比如插着剑的剑鞘的模型*
* **flying\_mesh**

  **类型:** `string`\
  **范例:** `arrow_bl_flying`\
  *投射物模型*
* **shield\_body\_name**

  **类型:** `string`\
  **范例:** `bo_sturgia_shield_a`\
  *盾牌的碰撞模型*
* **using\_tableau**

  **类型:** `boolean`\
  **范例:** `true`\
  *Whether the item has a tableau（不确定Tableau是什么）*
* **has\_lower\_holster\_priority**

  **类型:** `boolean`\
  **范例:** `true`\
  *待办: 查明作用*
* **item\_category**

  **类型:** `id`\
  **可能的值:** `'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'`\
  **范例:** `horse`\
  *交易界面的类型*
* **IsFood**

  **类型:** `boolean`\
  **范例:** `true`\
  *能不能吃*
