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