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; }
}