[t:template,n:base_sword_template]///n:the template name of the weapon base.
{
	doc = "Base Sword Template";
	category_name = "DS2_Weapon_Melee_Sword";/// No idea what this is for.
	specializes = weapon_melee;///this tells it that it specializes another template which is 3 lines long and does little but you should still use it there are only two ranged and melee.
	[aspect]
	{
		material = mediummetalblade;
		[voice]
		{
			[attack]
			{
				priority = low;
				* = s_ma_swing_sm_wpn;
			}
			[put_down]
			{
				* = s_ui_inv_place_sword_1h;
			}
		}
	}
	[attack]
	{
		attack_class = ac_sword;///what powers this item uses and how the item is used by the character.
		damage_min = 0.75 * (3.4 + 0.74 * #item_level);///minimum damage , before enchantments and buffs , this item deals.
		damage_max = 1.25 * (3.4 + 0.74 * #item_level);/// maximum damage, before enchantments and buffs , this item deals.
		is_melee = true;///only two choices is_melee or is_ranged.is_ranged i think requires some more test it its file.
		reload_delay = 0.67;///how fast the weapon is.
		skill_class = melee;/// what class gains skill experience from use of this weapon. thier are only four choices. combat mage, nature mage, melee and ranged.
	}
	[body]///tells it how to handle the item. you most likely are never going to mess with this.
	{
		[bone_translator]
		{
			handle = grip;
			middle = ap_trace02;
			tip = ap_trace01;
		}
	}
	[gui]
	{
		active_icon = b_gui_ig_i_ic_w_sword-1h-01;///the icon that appears by your portrait.
		equip_slot = es_weapon_hand;///two choices. es_weapon_hand or es_shield_hand
		inventory_height = 3;///the normal height for the inventory icon of these items.
		inventory_width = 1;/// the normal width for the inventory icon of these items.
		use_class = IST_FIGHTER;/// the class from which enchantments will appear in this item.
	}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
[t:template,n:base_bow_template]
{
	category_name = "DS2_Weapon_Ranged_Bow";
	doc = "Bow";
	specializes = weapon_ranged;
	[aspect]
	{
		material = bow;
		[voice]
		{
			[attack]
			{
				priority = low;
				* = s_ma_swing_bow;
			}
			[put_down]
			{
				* = s_ui_inv_place_bow;
			}
		}
	}
	[attack]
	{
		ammo_attach_bone = weapon_grip;///where to attach the ammo.
		ammo_template = arrow;///what type of ammo to use. can be found in wpn_arrow.gas
		attack_class = ac_bow;///don't really wan't to change this. I tried and you can have pretty funny stuff happen.
		attack_range = 9.0;///the default range of an arrow. some item templates change this.
		damage_min = 0.75 * (3.0 + 0.65 * #item_level);
		damage_max = 1.25 * (3.0 + 0.65 * #item_level);
		is_projectile = true;///tells the game that this is a projectile weapon and needs the extra text for one and acts like one.
		is_two_handed = true;/// tels the game this is a two handed weapon. change this and get dual wield and you can have some fun.
		reload_delay = 0.625;/// how fast you attack
		skill_class = ranged;
	}
	[gui]
	{
		active_icon = b_gui_ig_i_ic_w_bow-02;
		equip_slot = es_shield_hand;///some weapons need this. especially projectile weapons to work right.
		inventory_height = 4;
		inventory_width = 1;
		use_class = IST_RANGER;
	}
	[physics]
	{
		velocity = 30.0;///how fast the projectile flies.
	}
}