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📄 effectgroundattack.h

📁 天之炼狱1服务器端源文件游戏服务端不完整
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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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