true when the slot holds something that refuses to come off - check this, since a refused unequip is otherwise indistinguishable from an empty slot
Which slot holds which item, by whatever id identify gives each one.
An item is a game's own object here (Item is a type parameter, and EquippableItem
requires only modifiers), so this framework has no idea what identifies one. The
caller says, usually with the same id its item table is keyed by.
StaticfromRebuilds the slots and re-equips everything, so each item's modifiers land back on the
StatBlock exactly as they were.
That reapplication is the point: StatBlock.toJSON deliberately saves no modifiers,
precisely because whatever applied them puts them back on load. A locked item is
restored rather than refused - a cursed ring the character was already wearing is still
on their finger after a reload, and equip's refusal is about putting one on, which
is not what this is doing.
Equipment slots, defined per game rather than fixed by the framework -
'leftHand'and'rightHand', or'weapon'/'armor'/'amulet', or a dozen Diablo-style slots. Whatever an item'smodifiersare, equipping it applies them to the givenStatBlockand unequipping removes exactly those - tagged by the item itself as theirsource, so two rings of the same kind never remove each other's bonus by mistake.Example