using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace LcDevPack_TeamDamonA.Tools.MemoryWorker
{
    public class tItem
    {
        public int index, typeIdx, subTypeIdx, enable, jobFlag, flag, wearing, num0;

        public int num1, num2, num3, num4, minLevel, maxLevel, weight, price, maxUse, dropProb10;

        public int needItem0, needItem1, needItem2, needItem3, needItem4, needItem5, needItem6, needItem7, needItem8, needItem9;

        public int need_Itm_Count0, need_Itm_Count1, need_Itm_Count2, need_Itm_Count3, need_Itm_Count4, need_Itm_Count5, need_Itm_Count6, need_Itm_Count7, need_Itm_Count8, needItmCount9;

        public int need_Sskill, need_Sskill_Level, need_Sskill2, need_Sskill_Level2, zoneFlag, textureId, textureRow, textureCol, set0, set1, set2, set3, set4, grade, fame;

        public int rareIndex0, rareIndex1, rareIndex2, rareIndex3, rareIndex4, rareIndex5, rareIndex6, rareIndex7, rareIndex8, rareIndex9, rareProb0, rareProb1, rareProb2, rareProb3, rareProb4, rareProb5, rareProb6, rareProb7, rareProb8, rareProb9;

        public string name, descr, fileSmc, effect_Name, attackEffectName, damageEffectName;

        public int questTriggerCnt, questTriggerId, originVar1, originVar2, originVar3, originVar4, originVar5, originVar6, rvrValue, rvrGrade, durability, castleWar;

        public List<tFortuneHead> fortuneHead;
    }
}
