package config; import manager.Table; @Table(name ="MonsterConfig") public class SMonsterConfig implements BaseConfig { private int id; private int monsterId; private int type; private int profession; private int quality; private int level; private int hp; private int attack; private int physicalDefence; private int magicDefence; private int speed; private int propertyName ; private float hit; private float dodge; private float critFactor; private float critDamageFactor; private float elementDamageBonusFactor; private float damageBocusFactor; private float damageReduceFactor; private float cureFacter; private float treatFacter; private float differDemonsReduceFactor; private float antiCritDamageFactor; private float differDemonsBocusFactor; private float[] elementDamageReduceFactor; private int[] skillList; private int[] passiveSkillList; private int[] monsterAi; @Override public void init() throws Exception { } public int getId() { return id; } public int getMonsterId() { return monsterId; } public int getType() { return type; } public int getProfession() { return profession; } public int getQuality() { return quality; } public int getLevel() { return level; } public int getHp() { return hp; } public int getAttack() { return attack; } public int getPhysicalDefence() { return physicalDefence; } public int getMagicDefence() { return magicDefence; } public int getSpeed() { return speed; } public float getHit() { return hit; } public float getDodge() { return dodge; } public float getCritFactor() { return critFactor; } public float getCritDamageFactor() { return critDamageFactor; } public float getElementDamageBonusFactor() { return elementDamageBonusFactor; } public float[] getElementDamageReduceFactor() { return elementDamageReduceFactor; } public int[] getSkillList() { return skillList; } public int[] getPassiveSkillList() { return passiveSkillList; } public int getPropertyName() { return propertyName; } public float getDamageBocusFactor() { return damageBocusFactor; } public float getDamageReduceFactor() { return damageReduceFactor; } public float getCureFacter() { return cureFacter; } public float getTreatFacter() { return treatFacter; } public float getDifferDemonsReduceFactor() { return differDemonsReduceFactor; } public float getAntiCritDamageFactor() { return antiCritDamageFactor; } public float getDifferDemonsBocusFactor() { return differDemonsBocusFactor; } public int[] getMonsterAi() { return monsterAi; } }