📄 effectvigordrop.h
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///////////////////////////////////////////////////////////////////////////// Project : DARKEDEN// Module : Skill - Effect// File Name : EffectVigorDrop.h// Writer : 厘全芒// Date : 2002.3.28// Description :// 秦寸 Effect绰 Vigor Drop捞 顶栏肺 冻绢龙锭狼 Effect甫 备泅窍扁 // 困茄 Effect捞促. // // History// DATE WRITER DESCRIPTION// =========== =========== =====================================================// 2002.3.28 厘全芒 header file 累己////#ifndef __EFFECT_VIGOR_DROP__#define __EFFECT_VIGOR_DROP__#include "Effect.h"#include "EffectLoader.h"class EffectVigorDrop : public Effect{public: EffectVigorDrop(Zone* pZone, ZoneCoord_t zoneX, ZoneCoord_t zoneY) throw(Error); EffectClass getEffectClass() const throw() { return EFFECT_CLASS_VIGOR_DROP; } 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() throw(Error); void unaffect(Creature* pCreature) throw(Error); void unaffect(Item* pItem) throw(Error) {} void unaffect(Zone* pZone, ZoneCoord_t x, ZoneCoord_t y, Object* pObject) throw(Error); string toString() const throw();public:// string getCasterName(void) const { return m_CasterName; }// void setCasterName(const string & CasterName ) { m_CasterName = CasterName; }// int getPartyID(void) const { return m_PartyID; }// void setPartyID(int PartyID) { m_PartyID = PartyID; } ObjectID_t getUserObjectID() const { return m_UserObjectID; } void setUserObjectID( ObjectID_t UserObjectID ) { m_UserObjectID = UserObjectID; } int getDamage(void) const { return m_Damage; } void setDamage(int damage) { m_Damage = damage; } Turn_t getTick() const { return m_Tick; } void setTick(Turn_t Tick) { m_Tick = Tick; } int getLevel(void) const { return m_Level; } void setLevel(int level) { m_Level = level; } bool affectCreature(Creature* pCreature, bool bAffectByMove) throw(Error); private:// string m_CasterName;// int m_PartyID; ObjectID_t m_UserObjectID; int m_Damage; // EffectVigorDrop Damage; Turn_t m_Tick; // EffectVigorDrop turn; int m_Level; // EffectVigorDrop level; Duration_t m_Duration; // EffectVigorDrop Duration; Duration_t m_StormDuration; // VigorDrop Effect 瘤加 矫埃 };class EffectVigorDropLoader : public EffectLoader{public: virtual Effect::EffectClass getEffectClass() const throw() { return Effect::EFFECT_CLASS_VIGOR_DROP; } virtual string getEffectClassName() const throw() { return "EffectVigorDrop"; }public: virtual void load(Creature* pCreature) throw(Error) {}};extern EffectVigorDropLoader* g_pEffectVigorDropLoader;#endif
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