L2Item.java
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net.sf.l2j.gameserver.templates |
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L2J |
View: Reasons, Metrics, Source Code
These are the metrics that contribute to the Enerjy Score for this file, ranked by impact. So the metrics listed at the top influence the score to a greater extent that the metrics listed at the bottom.
/*
* $Header: /cvsroot/l2j/L2_Gameserver/java/net/sf/l2j/gameserver/templates/L2Item.java,v 1.7 2004/11/02 01:05:36 l2chef Exp $
*
* $Author: l2chef $
* $Date: 2004/11/02 01:05:36 $
* $Revision: 1.7 $
* $Log: L2Item.java,v $
* Revision 1.7 2004/11/02 01:05:36 l2chef
* removed unneeded serializable stuff
*
* Revision 1.6 2004/10/26 20:43:01 nuocnam
* Crystallization added (badk0re, nuocnam)
*
* Revision 1.5 2004/09/28 20:31:43 l2chef
* full armor slot handling fixed
*
* Revision 1.4 2004/08/04 21:55:16 l2chef
* reference prices added (Deth)
*
* Revision 1.3 2004/07/19 02:03:52 l2chef
* soulshot code added (MetalRabbit)
*
* Revision 1.2 2004/06/27 08:51:43 jeichhorn
* Added copyright notice
*
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* http://www.gnu.org/copyleft/gpl.html
*/
package net.sf.l2j.gameserver.templates;
/**
* This class ...
*
* @version $Revision: 1.7 $ $Date: 2004/11/02 01:05:36 $
*/
public abstract class L2Item
{
public static final int TYPE1_WEAPON_RING_EARRING_NECKLACE = 0;
public static final int TYPE1_SHIELD_ARMOR = 1;
public static final int TYPE1_ITEM_QUESTITEM_ADENA = 4;
public static final int TYPE2_WEAPON = 0;
public static final int TYPE2_SHIELD_ARMOR = 1;
public static final int TYPE2_ACCESSORY = 2;
public static final int TYPE2_QUEST = 3;
public static final int TYPE2_MONEY = 4;
public static final int TYPE2_OTHER = 5;
public static final int SLOT_NONE = 0x0000;
public static final int SLOT_UNDERWEAR = 0x0001;
public static final int SLOT_R_EAR = 0x0002;
public static final int SLOT_L_EAR = 0x0004;
public static final int SLOT_NECK = 0x0008;
public static final int SLOT_R_FINGER = 0x0010;
public static final int SLOT_L_FINGER = 0x0020;
public static final int SLOT_HEAD = 0x0040;
public static final int SLOT_R_HAND = 0x0080;
public static final int SLOT_L_HAND = 0x0100;
public static final int SLOT_GLOVES = 0x0200;
public static final int SLOT_CHEST = 0x0400;
public static final int SLOT_LEGS = 0x0800;
public static final int SLOT_FEET = 0x1000;
public static final int SLOT_BACK = 0x2000;
public static final int SLOT_LR_HAND = 0x4000;
public static final int SLOT_FULL_ARMOR = 0x8000;
public static final int MATERIAL_STEEL = 0x00; // ??
public static final int MATERIAL_FINE_STEEL = 0x01; // ??
public static final int MATERIAL_BLOOD_STEEL = 0x02; // ??
public static final int MATERIAL_BRONZE = 0x03; // ??
public static final int MATERIAL_SILVER = 0x04; // ??
public static final int MATERIAL_GOLD = 0x05; // ??
public static final int MATERIAL_MITHRIL = 0x06; // ??
public static final int MATERIAL_ORIHARUKON = 0x07; // ??
public static final int MATERIAL_PAPER = 0x08; // ??
public static final int MATERIAL_WOOD = 0x09; // ??
public static final int MATERIAL_CLOTH = 0x0a; // ??
public static final int MATERIAL_LEATHER = 0x0b; // ??
public static final int MATERIAL_BONE = 0x0c; // ??
public static final int MATERIAL_HORN = 0x0d; // ??
public static final int MATERIAL_DAMASCUS = 0x0e; // ??
public static final int MATERIAL_ADAMANTAITE = 0x0f; // ??
public static final int MATERIAL_CHRYSOLITE = 0x10; // ??
public static final int MATERIAL_CRYSTAL = 0x11; // ??
public static final int MATERIAL_LIQUID = 0x12; // ??
public static final int MATERIAL_SCALE_OF_DRAGON = 0x13; // ??
public static final int MATERIAL_DYESTUFF = 0x14; // ??
public static final int MATERIAL_COBWEB = 0x15; // ??
public static final int CRYSTAL_NONE = 0x00; // ??
public static final int CRYSTAL_D = 0x01; // ??
public static final int CRYSTAL_C = 0x02; // ??
public static final int CRYSTAL_B = 0x03; // ??
public static final int CRYSTAL_A = 0x04; // ??
public static final int CRYSTAL_S = 0x05; // ??
private int _itemId;
private String _name;
private int _type1; // needed for item list (inventory)
private int _type2; // different lists for armor, weapon, etc
private int _weight;
private boolean _crystallizable;
private boolean _stackable;
private int _materialType;
private int _crystalType = CRYSTAL_NONE; // default to none-grade
private int _durability;
private int _bodyPart;
private int _referencePrice;
private int _crystalCount = 0;
/**
* @return
*/
public int getDurability()
{
return _durability;
}
/**
* @param durability
*/
public void setDurability(int durability)
{
this._durability = durability;
}
/**
* @return
*/
public int getItemId()
{
return _itemId;
}
/**
* @param itemId
*/
public void setItemId(int itemId)
{
this._itemId = itemId;
}
/**
* @return
*/
public int getMaterialType()
{
return _materialType;
}
/**
* @param materialType
*/
public void setMaterialType(int materialType)
{
this._materialType = materialType;
}
/**
* @return
*/
public int getType2()
{
return _type2;
}
/**
* @param type
*/
public void setType2(int type)
{
this._type2 = type;
}
/**
* @return
*/
public int getWeight()
{
return _weight;
}
/**
* @param weight
*/
public void setWeight(int weight)
{
this._weight = weight;
}
/**
* @param name
*/
public void setName(String name)
{
_name = name;
}
/**
* @return
*/
public boolean isCrystallizable()
{
return _crystallizable;
}
/**
* @param crystallizable
*/
public void setCrystallizable(boolean crystallizable)
{
this._crystallizable = crystallizable;
}
/**
* @return
*/
public int getCrystalType()
{
return _crystalType;
}
/**
* @param crystalType
*/
public void setCrystalType(int crystalType)
{
this._crystalType = crystalType;
}
/**
*
* @param crystalCount
*/
public void setCrystalCount(int crystalCount) {
_crystalCount = crystalCount;
}
/**
*
* @return
*/
public int getCrystalCount() {
return _crystalCount;
}
/**
* @return
*/
public String getName()
{
return _name;
}
/**
* @return
*/
public int getBodyPart()
{
return _bodyPart;
}
/**
* @param bodyPart
*/
public void setBodyPart(int bodyPart)
{
_bodyPart = bodyPart;
}
/**
* @return
*/
public int getType1()
{
return _type1;
}
/**
* @param type1
*/
public void setType1(int type1)
{
_type1 = type1;
}
/**
* @return Returns the stackable.
*/
public boolean isStackable()
{
return _stackable;
}
/**
* @param stackable The stackable to set.
*/
public void setStackable(boolean stackable)
{
_stackable = stackable;
}
public void setReferencePrice(int price)
{
_referencePrice = price;
}
public int getReferencePrice()
{
return _referencePrice;
}
}
The table below shows all metrics for L2Item.java.




