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Added ability to filter inventory by item type (Weapon, Armour, Accessory), added ability to export inventory to csv (by right-clicking inventory area), added Gun weapon ID (so it doesn't show as "15" any more), added ability to filter "Item Search" by "World" alone.

Inventory can be filtered by weapon type via "Filter by Type" dropdown,
you can export Inventory as csv by right-clicking the inventory grid,
Gun = 15 added.
Added ability to filter by "World".
Added Hairpin weapon type to SchemaConstants.cs.
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Are you sure you need these lines? The only place this should matter is in the FFRKViewInventory_Load() function, because it can be called by the designer (i.e. when you're in Visual Studio and you load the UI editor). So it exists in the Load function so that when the designer calls it it doesn't crash, but as long as _Load() doesn't call _Recalc in an unprotected block, this should be unnecessary.

Also just as a matter of style, I only really use the _Foo() naming convention for event handlers. For regular helper functions and what not just call it something like Recalculate()

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Not sure if you like this solution, but I added a lower bound and upper bound when filtering types.

If you select a specific type such as "Weapon", then having a lower bound and upper bound may seem unnecessary as you can just check if equip.Type == 1. However, if you want to select "All" you need to include all item numbers within a certain range, so in this case I check if 0 <= equip.Type <= 99.

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4 participants