// 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,
    )),
)
