|[ENTRY]||Begins a new 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 names defined for that block.
|asset||String. The asset name that will be used to filter what names 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 name 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.|
|name||Two properties separated by a comma. Line format:|
Text is a string and defines a possible base name for the item.
Shares is an integer and defines the weighted chance that a particular name will be chosen, if multiple possible names are supplied.
Use multiple name lines to add more choices.
Note: the file was originally written to have shares totaling 100, but this is not actually required. Maximum shares are calculated after a block is loaded, and that maximum will be used in random number generation.