本文整理汇总了C++中Condition::addEffect方法的典型用法代码示例。如果您正苦于以下问题:C++ Condition::addEffect方法的具体用法?C++ Condition::addEffect怎么用?C++ Condition::addEffect使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Condition
的用法示例。
在下文中一共展示了Condition::addEffect方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: createCondition
Condition* Condition::createCondition(ConditionId id, uint32_t ticks, uint32_t sourceId /*= 0*/, uint32_t flags /*= 0*/)
{
switch(id.value()){
case enums::CONDITION_POISONED:
return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_EARTHDAMAGE, sourceId);
case enums::CONDITION_ELECTRIFIED:
return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_ENERGYDAMAGE, sourceId);
case enums::CONDITION_BURNING:
return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_FIREDAMAGE, sourceId);
case enums::CONDITION_DROWNING:
return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_DROWNDAMAGE, sourceId);
case enums::CONDITION_FREEZING:
return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_ICEDAMAGE, sourceId);
case enums::CONDITION_DAZZLED:
return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_HOLYDAMAGE, sourceId);
case enums::CONDITION_CURSED:
return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_DEATHDAMAGE, sourceId);
case enums::CONDITION_INVISIBLE:
case enums::CONDITION_LIGHT:
case enums::CONDITION_REGENERATION:
case enums::CONDITION_REGENSOUL:
case enums::CONDITION_EXHAUST_DAMAGE:
case enums::CONDITION_EXHAUST_HEAL:
case enums::CONDITION_EXHAUST_YELL:
return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_NONE, sourceId);
case enums::CONDITION_HUNTING:
{
Condition* condition = Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_NONE, sourceId);
if(condition){
ConditionEffect effect = ConditionEffect::createModStamina(1000, -g_config.getNumber(ConfigManager::RATE_STAMINA_LOSS));
condition->addEffect(effect);
}
return condition;
}
case enums::CONDITION_INFIGHT:
return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_NONE, sourceId, enums::ICON_SWORDS);
case enums::CONDITION_HASTE:
return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_NONE, sourceId, enums::ICON_HASTE);
case enums::CONDITION_PARALYZED:
return Condition::createCondition(id.toString(), ticks, MECHANIC_PARALYZED, COMBAT_NONE, sourceId, enums::ICON_PARALYZE);
case enums::CONDITION_DRUNK:
return Condition::createCondition(id.toString(), ticks, MECHANIC_DRUNK, COMBAT_NONE, sourceId, enums::ICON_DRUNK);
case enums::CONDITION_MANASHIELD:
return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_NONE, sourceId, enums::ICON_MANASHIELD);
case enums::CONDITION_SILENCED:
case enums::CONDITION_MUTED_CHAT:
case enums::CONDITION_MUTED_CHAT_TRADE:
return Condition::createCondition(id.toString(), ticks, MECHANIC_SILENCED, COMBAT_NONE, sourceId);
case enums::CONDITION_SHAPESHIFT:
return Condition::createCondition(id.toString(), ticks, MECHANIC_SHAPESHIFT, COMBAT_NONE, sourceId);
case enums::CONDITION_PACIFIED:
return Condition::createCondition(id.toString(), ticks, MECHANIC_PACIFIED, COMBAT_NONE, sourceId);
case enums::CONDITION_DISARMED:
return Condition::createCondition(id.toString(), ticks, MECHANIC_DISARMED, COMBAT_NONE, sourceId);
default:
return Condition::createCondition(id.toString(), ticks, MECHANIC_NONE, COMBAT_NONE, sourceId);
}
return NULL;
}