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📄 effectenergydroptocreature.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    : EffectEnergyDropToCreature.h// Written by  : 厘全芒// Date        : 2002. 3. 28//// Description : EffectEnergyDropToCreature绰 惑措规俊霸 3锅狼 楷加 鸥拜阑//               林绰 捞棋飘捞促. //               Effect 矫府令绰 Tick苞 deadline阑 荤侩秦辑 烙狼狼 悼累阑//               且 荐 乐档废 备泅登菌扁 锭巩俊 促弗 扁贱狼 Effect//               臂 弊措肺 啊廉客辑 荤侩且 荐 乐促.//               角力 EffectEnergyDropToCreature档 EffectPoison苞 鞍篮 屈怕肺//               登绢 乐促.////               EffectEnergyDropToCreature啊 荤侩登扁 困秦辑绰//               Effect.h 颇老俊 //                EFFECT_CLASS_ENERGY_DROP_TO_CREATURE//               啊 沥狼登绢 乐绢具 茄促. //////////////////////////////////////////////////////////////////////////////#ifndef __EFFECT_ENERGY_DROP_TO_CREATURE__#define __EFFECT_ENERGY_DROP_TO_CREATURE__#include "Effect.h"#include "EffectLoader.h"//////////////////////////////////////////////////////////////////////////////// class EffectEnergyDropToCreature//////////////////////////////////////////////////////////////////////////////class EffectEnergyDropToCreature : public Effect {public:	EffectEnergyDropToCreature(Creature* pCreature) throw(Error);public:    EffectClass getEffectClass() const throw() { return EFFECT_CLASS_ENERGY_DROP_TO_CREATURE; }	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; }	Level_t getLevel() const throw() { return m_Level; }	void setLevel(Level_t Level) throw() { m_Level = Level; }	HP_t getPoint() const throw() { return m_Point; }	void setPoint(HP_t Point) throw() { m_Point = Point; }	void setTick(Turn_t Tick) throw() { m_Tick = Tick; }	Turn_t getTick() const throw() { return m_Tick; }private://	string  m_CasterName;//	int     m_PartyID;	ObjectID_t	m_UserObjectID;	Level_t		m_Level;	HP_t		m_Point;	Turn_t		m_Tick;};#endif // __EFFECT_STORM__

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