📄 effectstriking.h
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//////////////////////////////////////////////////////////////////////////////// Filename : EffectStriking.h// Written by : excel96// Description : //////////////////////////////////////////////////////////////////////////////#ifndef __EFFECT_STRIKING__#define __EFFECT_STRIKING__#include "Effect.h"#include "EffectLoader.h"#include "Item.h"//////////////////////////////////////////////////////////////////////////////// class EffectStriking//////////////////////////////////////////////////////////////////////////////class EffectStriking : public Effect {public: EffectStriking(Creature* pCreature) throw(Error);public: EffectClass getEffectClass() const throw() { return EFFECT_CLASS_STRIKING; } void affect() throw(Error){} void affect(Creature* pCreature) throw(Error); void affect(Zone* pZone, ZoneCoord_t x, ZoneCoord_t y, Object* pObject) throw(Error); void unaffect(Creature* pCreature) throw(Error); void unaffect(Zone* pZone, ZoneCoord_t x, ZoneCoord_t y, Object* pObject) throw(Error); void unaffect() throw(Error); string toString() const throw();public: Damage_t getDamageBonus(void) const { return m_DamageBonus; } void setDamageBonus(Damage_t bonus) { m_DamageBonus = bonus; } Item::ItemClass getItemClass() const { return m_ItemClass; } ItemID_t getItemID() const { return m_ItemID; } void setTargetItem( Item* pItem ) { m_ItemClass = pItem->getItemClass(); m_ItemID = pItem->getItemID(); } bool isTargetItem( Item* pItem ) { return m_ItemClass == pItem->getItemClass() && m_ItemID == pItem->getItemID(); }private : Damage_t m_DamageBonus; Item::ItemClass m_ItemClass; ItemID_t m_ItemID;};#endif // __EFFECT_STRIKING__
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