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Fix a few asset paths for armors.
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@ -1,13 +1,13 @@
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[
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// Misc
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(0.25, "common.items.armor.neck.neck_1"),
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(0.25, "common.items.armor.misc.neck.plain_1"),
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(2.0, "common.items.crafting_ing.cloth_scraps"),
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(1.0, "common.items.crafting_ing.empty_vial"),
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(0.1, "common.items.glider.glider_blue"),
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(0.05, "common.items.glider.glider_morpho"),
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(0.05, "common.items.glider.glider_monarch"),
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(0.05, "common.items.glider.glider_moth"),
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(0.05, "common.items.armor.ring.ring_gold_0"),
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(0.05, "common.items.armor.misc.ring.gold"),
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// swords
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(0.03, "common.items.weapons.sword.steel-0"),
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(0.03, "common.items.weapons.sword.steel-1"),
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@ -515,7 +515,7 @@ impl LoadoutBuilder {
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"common.items.armor.cloth_purple.hand",
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)))
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.pants(Some(Item::new_from_asset_expect(
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"common.items.armor.pacloth_purplents.pants",
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"common.items.armor.cloth_purple.pants",
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)))
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.feet(Some(Item::new_from_asset_expect(
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"common.items.armor.cloth_purple.foot",
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@ -203,7 +203,7 @@ fn equip_replace_already_equipped_item() {
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let boots = Item::new_from_asset_expect("common.items.testing.test_boots");
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let starting_sandles = Some(Item::new_from_asset_expect(
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"common.items.armor.foot.sandals_0",
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"common.items.armor.misc.foot.sandals",
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));
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let mut inv = Inventory::new_empty();
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