📄 effectgroundattack.h
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//////////////////////////////////////////////////////////////////////////////// Filename : EffectGroundAttack.h// Written by : elca@ewestsoft.com// Description : 己流付过 GroundAttack狼 Effect甫 贸府秦林扁 困茄 努贰胶捞促.//////////////////////////////////////////////////////////////////////////////#ifndef __EFFECT_GROUND_ATTACK__#define __EFFECT_GROUND_ATTACK__#include "Effect.h"#include "EffectLoader.h"//////////////////////////////////////////////////////////////////////////////// class EffectGroundAttack//////////////////////////////////////////////////////////////////////////////class EffectGroundAttack : public Effect {public: EffectGroundAttack(Zone* pZone, ZoneCoord_t zoneX, ZoneCoord_t zoneY) throw(Error);public: EffectClass getEffectClass() const throw() { return EFFECT_CLASS_GROUND_ATTACK; } void affect() throw(Error); void affect(Creature* pCreature) throw(Error); void unaffect() throw(Error); void unaffect(Creature* pCreature) throw(Error); string toString() const throw();public: int getDamagePercent(void) const { return m_DamagePercent; } void setDamagePercent(int damagePercent) { m_DamagePercent = damagePercent; } Turn_t getDelay() const { return m_Delay; } void setDelay(Turn_t Delay) { m_Delay = Delay; }// string getCasterName(void) const { return m_CasterName; }// void setCasterName(const string & CasterName ) { m_CasterName = CasterName; } ObjectID_t getUserObjectID() const { return m_UserObjectID; } void setUserObjectID( ObjectID_t UserObjectID ) { m_UserObjectID = UserObjectID; }private: int m_DamagePercent; Turn_t m_Delay;// string m_CasterName; ObjectID_t m_UserObjectID;};//////////////////////////////////////////////////////////////////////////////// class EffectGroundAttackLoader//////////////////////////////////////////////////////////////////////////////class EffectGroundAttackLoader : public EffectLoader {public: virtual Effect::EffectClass getEffectClass() const throw() { return Effect::EFFECT_CLASS_GROUND_ATTACK; } virtual string getEffectClassName() const throw() { return "EffectGroundAttack"; }public: virtual void load(Creature* pCreature) throw(Error) {}};extern EffectGroundAttackLoader* g_pEffectGroundAttackLoader;#endif // __EFFECT_GROUND_ATTACK__
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