Equipped items in the inventory component construction, as live wrote
them (49,534 equipped items in the captures):
- is_bound is the item's bound state (false for 2,990 items that bind
neither way); DLU always wrote true. NPC items are bound when the item
binds on pickup or on equip (2,640 of 2,640).
- inventory_type is the item's inventory, left out for ITEMS: TempEquip for
temporary equips and proxies (3,899), Model for models (232). DLU never
wrote it. DLU keeps player proxies in ITEM_SETS; they are sent as
TEMP_ITEMS, like live.
- An NPC item's slot is its slot in the inventory it would be in: models
count from 0 in MODELS and proxies from 0 in TEMP_ITEMS, so a proxy no
longer takes the next ITEMS slot (1,475 of 1,491 NPC constructions match;
DLU's numbering matched 1,352).
- equipped_model_transforms is an empty list on every construction (11,214
of 11,214); DLU wrote none.
Test: InventoryConstructionTest.NpcItemsLikeLive (NPCs 7426 and 13790 from
the captures), InventoryConstructionTest.PlayerItemsLikeLive.
Check in game: NPCs with gear (Numb Chuck in FV, the Ninjago ninjas, faction
vendors) show all their gear; your own and other players' equipped items,
proxies (ninja hoods, capes) and temporary equips (Maelstrom vacuum, quest
items) show normally after zoning and after equipping/unequipping.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>