|[ENTRY]||Begins a new equipment block. Each block has three essential properties (asset, mEquipType, mWeaponType). Collectively, no other block should be exactly the same in all three of those properties.
When an item is rolled, it attempts to find a block that matches all three properties. Then it rolls randomly for any one of the appearances defined for that block.
|asset||String. The asset name that will be used to filter what icons may apply to this item. If an item is chosen with an asset model that looks like a metal plate helmet, it probably shouldn't have an icon of a feather headband.
When a new item is generated, it selects an appearance (see Appearances.txt then determines the asset.
Those mAppearance strings may contain parts like: ["type"]="Armor-Light-Low1-Helmet"
Where the resulting asset type is Armor-Light-Low1-Helmet
Note that multiple types of equipment (helmet, chest, leggings, etc) may reference the same asset model archive.
|mEquipType||Integer. Corresponds to ItemDef mEquipType.|
|mWeaponType||Integer. Corresponds to ItemDef mWeaponType. Leave zero if not a weapon.|
|app||String. Corresponds to ItemDef mIcon. At least one icon should be assigned to any given asset/equip/weapon permutation.
Normal ItemDef mIcon fields have a foreground and background icon separated by a pipe ( | ), but this field must only be a foreground icon. The item generation system will automatically append a background icon based on the resulting item's mQualityLevel. An uncommon (green) item will have green background, etc.