pub struct SavedItem {Show 31 fields
pub tag: String,
pub object_id: ObjectId,
pub base_item: i32,
pub localized_name: GffLocalizedString,
pub description: GffLocalizedString,
pub description_identified: GffLocalizedString,
pub stack_size: u16,
pub charges: u8,
pub max_charges: u8,
pub cost: u32,
pub add_cost: u32,
pub upgrades: u32,
pub model_variation: u8,
pub identified: bool,
pub droppable: bool,
pub plot: bool,
pub stolen: bool,
pub pickpocketable: bool,
pub non_equippable: bool,
pub new_item: bool,
pub deleting: bool,
pub body_variation: Option<u8>,
pub texture_var: Option<u8>,
pub infinite: Option<bool>,
pub x_position: f32,
pub y_position: f32,
pub z_position: f32,
pub x_orientation: f32,
pub y_orientation: f32,
pub z_orientation: f32,
pub properties: Vec<UtiProperty>,
}Expand description
One item as stored in a save.
Fields§
§tag: StringObject tag (Tag).
object_id: ObjectIdRuntime object id (ObjectId).
base_item: i32Base item row (BaseItem).
localized_name: GffLocalizedStringLocalized name (LocalizedName).
description: GffLocalizedStringUnidentified description (Description).
description_identified: GffLocalizedStringIdentified description (DescIdentified).
stack_size: u16Stack size (StackSize).
charges: u8Remaining charges (Charges).
max_charges: u8Maximum charges (MaxCharges).
cost: u32Base cost (Cost).
add_cost: u32Additional cost (AddCost).
upgrades: u32Upgrade bitfield (Upgrades).
model_variation: u8Model variation (ModelVariation).
identified: boolIdentified flag (Identified).
droppable: boolDroppable flag (Dropable).
plot: boolPlot-item flag (Plot).
stolen: boolStolen flag (Stolen).
pickpocketable: boolPickpocketable flag (Pickpocketable).
non_equippable: boolNon-equippable flag (NonEquippable).
new_item: boolNewly-acquired flag (NewItem).
deleting: boolPending-deletion flag (DELETING).
body_variation: Option<u8>Body variation (BodyVariation). Not written for every list.
texture_var: Option<u8>Texture variation (TextureVar). Not written for every list.
infinite: Option<bool>Restocks without limit (Infinite). Store inventories only.
x_position: f32World X position (XPosition).
y_position: f32World Y position (YPosition).
z_position: f32World Z position (ZPosition).
x_orientation: f32Facing X component (XOrientation).
y_orientation: f32Facing Y component (YOrientation).
z_orientation: f32Facing Z component (ZOrientation).
properties: Vec<UtiProperty>Item properties (PropertiesList). The element shape matches a
blueprint’s field for field, so this reuses UtiProperty and its
conversions rather than re-deriving the same reads.