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50
L2C_Server/world/templates/item/L2WeaponTemplate.h
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50
L2C_Server/world/templates/item/L2WeaponTemplate.h
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#pragma once
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#include "L2ItemTemplate.h"
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class L2WeaponTemplate: public L2ItemTemplate
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{
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public:
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L2WeaponTemplate( L2ItemSubType subType, StatsSet& set );
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virtual ~L2WeaponTemplate();
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public:
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int getSoulShotCount() const { return m_soulShotCount; }
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int getSpiritShotCount() const { return m_spiritShotCount; }
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int getPDam() const { return m_pDam; }
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int getRndDam() const { return m_rndDam; }
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int getCritical() const { return m_critical; }
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double getHitModifier() const { return m_hitModifier; }
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int getAvoidModifier() const { return m_avoidModifier; }
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int getShieldDef() const { return m_shieldDef; }
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double getShieldDefRate() const { return m_shieldDefRate; }
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int getAtkSpeed() const { return m_atkSpeed; }
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int getAtkReuse() const { return m_atkReuse; }
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int getMpConsume() const { return m_mpConsume; }
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int getMDam() const { return m_mDam; }
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int getChangeWeaponId() const { return m_changeWeaponId; }
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protected:
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int m_soulShotCount;
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int m_spiritShotCount;
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int m_pDam;
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int m_rndDam;
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int m_critical;
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double m_hitModifier;
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int m_avoidModifier;
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int m_shieldDef;
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double m_shieldDefRate;
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int m_atkSpeed;
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int m_atkReuse;
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int m_mpConsume;
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int m_mDam;
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int m_changeWeaponId;
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// TODO: skills
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//private L2Skill _enchant4Skill = null; // skill that activates when item is enchanted +4 (for duals)
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//String[] _skill;
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// Attached skills for Special Abilities
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//protected L2Skill _skillsOnCast;
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//protected Condition _skillsOnCastCondition;
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//protected L2Skill _skillsOnCrit;
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//protected Condition _skillsOnCritCondition;
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};
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