// Simple example that shows loadout spec with all entries. #![enable(implicit_some)] ( // Gear head: Item("common.items.npc_armor.biped_small.myrmidon.head.hoplite"), neck: Item("common.items.armor.misc.neck.gem_of_resilience"), shoulders: Item("common.items.armor.twigsflowers.shoulder"), chest: Item("common.items.armor.twigsflowers.chest"), gloves: Item("common.items.armor.twigsflowers.hand"), ring1: Item("common.items.armor.misc.ring.gold"), ring2: Item("common.items.armor.misc.ring.gold"), back: Item("common.items.armor.misc.back.dungeon_purple"), belt: Item("common.items.armor.twigsflowers.belt"), legs: Item("common.items.armor.twigsflowers.pants"), feet: Item("common.items.armor.twigsflowers.foot"), tabard: Item("common.items.debug.admin"), // Misc bag1: Item("common.items.armor.misc.bag.tiny_leather_pouch"), bag2: Item("common.items.armor.misc.bag.tiny_leather_pouch"), bag3: Item("common.items.armor.misc.bag.tiny_leather_pouch"), bag4: Item("common.items.armor.misc.bag.tiny_leather_pouch"), lantern: Item("common.items.lantern.black_0"), glider: Item("common.items.glider.basic_red"), // Weapons active_hands: InHands(( ModularWeapon(tool: Sword, material: Bloodsteel, hands: One), ModularWeapon(tool: Sword, material: Bloodsteel, hands: One), )), inactive_hands: InHands(( Item("common.items.weapons.sceptre.sceptre_velorite_0"), None, )), )