/** * License * THE WORK (AS DEFINED BELOW) IS PROVIDED UNDER THE TERMS OF THIS * CREATIVE COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE"). * THE WORK IS PROTECTED BY COPYRIGHT AND/OR OTHER APPLICABLE LAW. * ANY USE OF THE WORK OTHER THAN AS AUTHORIZED UNDER THIS LICENSE OR * COPYRIGHT LAW IS PROHIBITED. * * BY EXERCISING ANY RIGHTS TO THE WORK PROVIDED HERE, YOU ACCEPT AND * AGREE TO BE BOUND BY THE TERMS OF THIS LICENSE. TO THE EXTENT THIS LICENSE * MAY BE CONSIDERED TO BE A CONTRACT, THE LICENSOR GRANTS YOU THE RIGHTS CONTAINED * HERE IN CONSIDERATION OF YOUR ACCEPTANCE OF SUCH TERMS AND CONDITIONS. * */ package l1j.server.server.templates; public class L1Armor extends L1Item { /** * */ private static final long serialVersionUID = 1L; public L1Armor() { } private int _ac = 0; // ● AC @Override public int get_ac() { return _ac; } public void set_ac(int i) { this._ac = i; } private int _damageReduction = 0; // ● ダメージ軽減 @Override public int getDamageReduction() { return _damageReduction; } public void setDamageReduction(int i) { _damageReduction = i; } private int _weightReduction = 0; // ● 重量軽減 @Override public int getWeightReduction() { return _weightReduction; } public void setWeightReduction(int i) { _weightReduction = i; } private int _hitModifierByArmor = 0; // ● 命中率補正 @Override public int getHitModifierByArmor() { return _hitModifierByArmor; } public void setHitModifierByArmor(int i) { _hitModifierByArmor = i; } private int _dmgModifierByArmor = 0; // ● ダメージ補正 @Override public int getDmgModifierByArmor() { return _dmgModifierByArmor; } public void setDmgModifierByArmor(int i) { _dmgModifierByArmor = i; } private int _bowHitModifierByArmor = 0; // ● 弓の命中率補正 @Override public int getBowHitModifierByArmor() { return _bowHitModifierByArmor; } public void setBowHitModifierByArmor(int i) { _bowHitModifierByArmor = i; } private int _bowDmgModifierByArmor = 0; // ● 弓のダメージ補正 @Override public int getBowDmgModifierByArmor() { return _bowDmgModifierByArmor; } public void setBowDmgModifierByArmor(int i) { _bowDmgModifierByArmor = i; } private int _defense_water = 0; // ● 水の属性防御 public void set_defense_water(int i) { _defense_water = i; } @Override public int get_defense_water() { return this._defense_water; } private int _defense_wind = 0; // ● 風の属性防御 public void set_defense_wind(int i) { _defense_wind = i; } @Override public int get_defense_wind() { return this._defense_wind; } private int _defense_fire = 0; // ● 火の属性防御 public void set_defense_fire(int i) { _defense_fire = i; } @Override public int get_defense_fire() { return this._defense_fire; } private int _defense_earth = 0; // ● 土の属性防御 public void set_defense_earth(int i) { _defense_earth = i; } @Override public int get_defense_earth() { return this._defense_earth; } private int _regist_stun = 0; // ● スタン耐性 public void set_regist_stun(int i) { _regist_stun = i; } @Override public int get_regist_stun() { return this._regist_stun; } private int _regist_stone = 0; // ● 石化耐性 public void set_regist_stone(int i) { _regist_stone = i; } @Override public int get_regist_stone() { return this._regist_stone; } private int _regist_sleep = 0; // ● 睡眠耐性 public void set_regist_sleep(int i) { _regist_sleep = i; } @Override public int get_regist_sleep() { return this._regist_sleep; } private int _regist_freeze = 0; // ● 凍結耐性 public void set_regist_freeze(int i) { _regist_freeze = i; } @Override public int get_regist_freeze() { return this._regist_freeze; } private int _regist_sustain = 0; // ● ホールド耐性 public void set_regist_sustain(int i) { _regist_sustain = i; } @Override public int get_regist_sustain() { return this._regist_sustain; } private int _regist_blind = 0; // ● 暗闇耐性 public void set_regist_blind(int i) { _regist_blind = i; } @Override public int get_regist_blind() { return this._regist_blind; } private int _grade = 0; // 飾品級別 public void setGrade(int i) { _grade = i; } @Override public int getGrade() { return this._grade; } }