using System; using System.Collections.Generic; namespace ACE.Database.Models.World; /// /// Wielded Treasure /// public partial class TreasureWielded { /// /// Unique Id of this Treasure /// public uint Id { get; set; } /// /// Type of Treasure for this instance /// public uint TreasureType { get; set; } /// /// Weenie Class Id of Treasure to Generate /// public uint WeenieClassId { get; set; } /// /// Palette Color of Object Generated /// public uint PaletteId { get; set; } /// /// Always 0 in cache.bin /// public uint Unknown1 { get; set; } /// /// Shade of Object generated's Palette /// public float Shade { get; set; } /// /// Stack Size of object to create (-1 = infinite) /// public int StackSize { get; set; } public float StackSizeVariance { get; set; } public float Probability { get; set; } /// /// Always 0 in cache.bin /// public uint Unknown3 { get; set; } /// /// Always 0 in cache.bin /// public uint Unknown4 { get; set; } /// /// Always 0 in cache.bin /// public uint Unknown5 { get; set; } public bool SetStart { get; set; } public bool HasSubSet { get; set; } public bool ContinuesPreviousSet { get; set; } /// /// Always 0 in cache.bin /// public uint Unknown9 { get; set; } /// /// Always 0 in cache.bin /// public uint Unknown10 { get; set; } /// /// Always 0 in cache.bin /// public uint Unknown11 { get; set; } /// /// Always 0 in cache.bin /// public uint Unknown12 { get; set; } public DateTime LastModified { get; set; } }