📄 effectcontinualgroundattack.h
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//////////////////////////////////////////////////////////////////////////////// Filename : EffectContinualGroundAttack.h// Written by : Reiot// Description ://////////////////////////////////////////////////////////////////////////////#ifndef __EFFECT_CONTINUAL_GROUND_ATTACK_H__#define __EFFECT_CONTINUAL_GROUND_ATTACK_H__#include "Effect.h"//////////////////////////////////////////////////////////////////////////////// class EffectContinualGroundAttack;//////////////////////////////////////////////////////////////////////////////class Corpse;class EffectContinualGroundAttack : public Effect {public: EffectContinualGroundAttack(Zone* pZone, EffectClass attackEffect, Turn_t delay) throw(Error); virtual ~EffectContinualGroundAttack() throw(Error);public: virtual EffectClass getEffectClass() const throw() { return EFFECT_CLASS_CONTINUAL_GROUND_ATTACK; } // OBJECT_PRIORITY_NONE 扼绰 舵篮, 鸥老俊 甸绢啊辑绰 救等促绰 舵捞促. virtual ObjectPriority getObjectPriority() const throw() { return OBJECT_PRIORITY_NONE; } virtual void affect() throw(Error); virtual void unaffect() throw(Error); void create(const string & ownerID) throw(Error) {} void save(const string & ownerID) throw(Error) {} void destroy(const string & ownerID) throw(Error) {} virtual string toString() const throw();public: void setDelay(Turn_t delay) throw() { m_Delay = delay; } Turn_t getDelay() const throw() { return m_Delay; } EffectClass getAttackEffectClass() const throw() { return m_AttackEffect; } void setNumber(int minNumber, int maxNumber) { m_MinNumber=minNumber; m_MaxNumber=maxNumber; } int getMinNumber() const { return m_MinNumber; } int getMaxNumber() const { return m_MaxNumber; } private: EffectClass m_AttackEffect; Turn_t m_Delay; int m_MinNumber; int m_MaxNumber;};#endif
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