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📄 effectacidstorm.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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#ifndef __EFFECT_ACID_STORM__#define __EFFECT_ACID_STORM__#include "Effect.h"#include "EffectLoader.h"class EffectAcidStorm : public Effect{public:	EffectAcidStorm(Zone* pZone, ZoneCoord_t zoneX, ZoneCoord_t zoneY) throw(Error);	EffectClass getEffectClass() const throw() { return EFFECT_CLASS_ACID_STORM; }	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:	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; }	void setUserObjectID(ObjectID_t oid) throw() { m_UserObjectID = oid; }	ObjectID_t getUserObjectID() const throw() { return m_UserObjectID; }	void setVampire( bool bVampire = true ) { m_bVampire = bVampire; }	bool isVampire() const { return m_bVampire; }	bool affectCreature(Creature* pCreature, bool bAffectByMove) throw(Error); private:	int 	 	m_Damage;  	    // EffectAcidStorm Damage;	Turn_t 		m_Tick;			// EffectAcidStorm turn;		int 		m_Level;		// EffectAcidStorm level;	Duration_t 	m_Duration;		// EffectAcidStorm Duration;	Duration_t  m_StormDuration; // AcidStorm Effect 瘤加 矫埃 	ObjectID_t	m_UserObjectID;	bool		m_bVampire;};class EffectAcidStormLoader : public EffectLoader{public:	virtual Effect::EffectClass getEffectClass() const throw() { return Effect::EFFECT_CLASS_ACID_STORM; }	virtual string getEffectClassName() const throw() { return "EffectAcidStorm"; }public:	virtual void load(Creature* pCreature) throw(Error) {}	virtual void load(Zone* pZone) throw(Error) {}};extern EffectAcidStormLoader* g_pEffectAcidStormLoader;#endif

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