internal WeaponReinforcement(ParameterTable table, int index)
: base(table, index)
{
PhysicsAtkRate = (Single)1;
MagicAtkRate = (Single)1;
FireAtkRate = (Single)1;
ThunderAtkRate = (Single)1;
StaminaAtkRate = (Single)1;
SaWeaponAtkRate = (Single)1;
SaDurabilityRate = (Single)1;
CorrectStrengthRate = (Single)1;
CorrectAgilityRate = (Single)1;
CorrectMagicRate = (Single)1;
CorrectFaithRate = (Single)1;
PhysicsGuardCutRate = (Single)1;
MagicGuardCutRate = (Single)1;
FireGuardCutRate = (Single)1;
ThunderGuardCutRate = (Single)1;
PoisonGuardResistRate = (Single)1;
DiseaseGuardResistRate = (Single)1;
BloodGuardResistRate = (Single)1;
CurseGuardResistRate = (Single)1;
StaminaGuardDefRate = (Single)1;
SpEffectId1 = (Byte)0;
SpEffectId2 = (Byte)0;
SpEffectId3 = (Byte)0;
ResidentSpEffectId1 = (Byte)0;
ResidentSpEffectId2 = (Byte)0;
ResidentSpEffectId3 = (Byte)0;
MaterialSetId = (Byte)0;
Pad = new Byte[9];
}