public string GenerateEquipment()
{
string eqlist = string.Empty;
sbyte weaponRare = 0;
byte weaponUpgrade = 0;
sbyte armorRare = 0;
byte armorUpgrade = 0;
for (short i = 0; i < 16; i++)
{
if (Inventory != null)
{
ItemInstance item = Inventory.LoadBySlotAndType<WearableInstance>(i, InventoryType.Wear) ??
Inventory.LoadBySlotAndType<SpecialistInstance>(i, InventoryType.Wear);
if (item != null)
{
switch (item.Item.EquipmentSlot)
{
case EquipmentType.Armor:
armorRare = item.Rare;
armorUpgrade = item.Upgrade;
break;
case EquipmentType.MainWeapon:
weaponRare = item.Rare;
weaponUpgrade = item.Upgrade;
break;
}
eqlist += $" {i}.{item.Item.VNum}.{item.Rare}.{(item.Item.IsColored ? item.Design : item.Upgrade)}.0";
}
}
}
return $"equip {weaponUpgrade}{weaponRare} {armorUpgrade}{armorRare}{eqlist}";
}