package com.gmail.nossr50.skills.repair; public interface Repairable { /** * Gets the item id of this repairable item * * @return the id of this repairable */ public int getItemId(); /** * Gets the id of the material used to repair this item * * @return the id of the repair material */ public int getRepairMaterialId(); /** * Gets the metadata byte value of the material used to repair this item * * @return the byte metadata of the repair material */ public byte getRepairMaterialMetadata(); /** * Gets the RepairItemType value for this repairable item * * @return the RepairItemType for this repairable */ public RepairItemType getRepairItemType(); /** * Gets the RepairMaterialType value for this repairable item * * @return the RepairMaterialType for this repairable */ public RepairMaterialType getRepairMaterialType(); /** * Gets the minimum quantity of repair materials ignoring all other repair bonuses * * This is typically set to the number of items needed to create that item, for example 5 for helmets or 2 for swords * * @return the minimum number of items */ public int getMinimumQuantity(); /** * Gets the maximum durability of this item before it breaks * * @return the maximum durability */ public short getMaximumDurability(); /** * Gets the base repair durability on which to calcuate bonuses. * * This is actually the maximum durability divided by the minimum quantity * * @return the base repair durability */ public short getBaseRepairDurability(); /** * Gets the minimum repair level needed to repair this item * * @return the minimum level to repair this item, or 0 for no minimum */ public int getMinimumLevel(); }