/**
* 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;
}
}