//コピーコンストラクタ
        public WeaponItem(WeaponItem other)
            : base(other.itemID, other.itemName, other.itemExplanation,
                   other.itemPrice, other.itemRare, other.itemWeight, other.amountLimit)
        {
            this.weaponType = other.weaponType;

            effect = new EquipmentEffect(other.itemPower, other.itemDefense, other.reinforcementLimit,
                                         other.upPower, other.upDefense, other.randomMinP, other.randomMaxP, other.randomMinD, other.randomMaxD);
        }
        //強化値指定
        public WeaponItem(int itemID, string itemName, string itemExplanation,
                          int itemPrice, int itemRare, float itemWeight, WeaponType weaponType,
                          int itemPower, int itemDefense, int reinforcement, int reinforcementLimit,
                          int upPower, int upDefense, int addPower, int addDefence)
            : base(itemID, itemName, itemExplanation, itemPrice, itemRare, itemWeight, 1)
        {
            this.weaponType = weaponType;

            effect = new EquipmentEffect(itemPower, itemDefense, reinforcementLimit,
                                         upPower, upDefense, addPower, addDefence, reinforcement);
        }
        //強化値ランダム
        public WeaponItem(int itemID, string itemName, string itemExplanation,
                          int itemPrice, int itemRare, float itemWeight, WeaponType weaponType,
                          int itemPower, int itemDefense, int reinforcement, int reinforcementLimit,
                          int upPower, int upDefense, int randomMinP, int randomMaxP, int randomMinD, int randomMaxD)
            : base(itemID, itemName, itemExplanation, itemPrice, itemRare, itemWeight, 1)
        {
            this.weaponType = weaponType;

            this.itemPower          = itemPower;
            this.itemDefense        = itemDefense;
            this.reinforcement      = reinforcement;
            this.reinforcementLimit = reinforcementLimit;
            this.upPower            = upPower;
            this.upDefense          = upDefense;
            this.randomMinP         = randomMinP;
            this.randomMaxP         = randomMaxP;
            this.randomMinD         = randomMinD;
            this.randomMaxD         = randomMaxD;

            effect = new EquipmentEffect(itemPower, itemDefense, reinforcementLimit,
                                         upPower, upDefense, 0, 0);
        }