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📄 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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