📄 effectvigordroptocreature.h
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//////////////////////////////////////////////////////////////////////////////// Filename : EffectVigorDropToCreature.h// Written by : excel96// Description ://////////////////////////////////////////////////////////////////////////////#ifndef __EFFECT_VIGOR_DROP_TO_CREATURE__#define __EFFECT_VIGOR_DROP_TO_CREATURE__#include "Effect.h"#include "EffectLoader.h"//////////////////////////////////////////////////////////////////////////////// class EffectVigorDropToCreature//////////////////////////////////////////////////////////////////////////////class EffectVigorDropToCreature : public Effect {public: EffectVigorDropToCreature(Creature* pCreature) throw(Error);public: EffectClass getEffectClass() const throw() { return EFFECT_CLASS_VIGOR_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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