FS = "\t";
HEADER = 1;
RECCNT = OFF;
MTXCNT_OUT = 1;
MATCNT_OUT = 1;
ORD_IGNORE = 0;

{
	UINT tag;
	UINT id;
	UINT drop_type;
	UINT drop_anim_type;
	UINT drop_radius;
	UINT drop_height;
	UINT UNK_0;
	UNICODE drop_mesh1;
	UNICODE drop_mesh2;
	UNICODE drop_mesh3;
	UNICODE drop_tex1;
	UNICODE drop_tex2;
	UNICODE drop_tex3;
	UNICODE icon[5];
	INT  durability;
	UINT weight;
	UINT material;
	UINT crystallizable;
	HEX UNK_1;
//	CHEX specdat[4];
	UINT UNK_2_cnt;
	UINT UNK_2_tab[UNK_2_cnt];
//	UINT projectile_?;
	UINT UNK_3;
	UNICODE timetab;
	UINT body_part;
	UINT handness;
	UINT wpn_mesh_cnt;
	UNICODE wpn_mesh[wpn_mesh_cnt];
	UINT wpn_tex_cnt;
	UNICODE wpn_tex[wpn_tex_cnt];
//	MTX mt_pair;
	UINT item_sound_cnt;
	UNICODE item_sound[item_sound_cnt];
	UNICODE drop_sound;
	UNICODE equip_sound;
	UNICODE effect;
	UINT random_damage;
	UINT patt;
	UINT matt;
	UINT weapon_type;
	UINT crystal_type;
	UINT critical;
	INT hit_mod;
	INT avoid_mod;
	UINT shield_pdef;
	UINT shield_rate;
	UINT speed;
	UINT mp_consume;
	UINT SS_count;
	UINT SPS_count;
	UINT curvature;
	UINT UNK_4;
	INT is_hero;
	UINT UNK_5;
	UNICODE effA;
	UNICODE effB;
		ENBBY = [(wpn_mesh_cnt,2)];
	FLOAT junk1A[5];
	FLOAT junk1B[5];
		ENBBY = [(wpn_mesh_cnt,2)];
	UNICODE rangeA;
	UNICODE rangeB;
		ENBBY = [(wpn_mesh_cnt,2)];
	FLOAT junk2A[6];
	FLOAT junk2B[6];
		ENBBY = [(wpn_mesh_cnt,2)];
	INT junk3[4];
	UNICODE icons[4];
}

/* you might need adjusting ENBBY options */
