.. toctree:: :maxdepth: 1
Note
See :ref:`CGameEffect\<Effect\> Methods<CGameEffectEffect_Methods>` for methods that are shared by all game effect classes. Only the additional methods specific to each class are documented here.
Constructor - creates a CGameEffectDamage
object
void CGameEffectDamage::CGameEffectDamage();
Remarks
Additional constructor for CGameEffectDamage
virtual int CGameEffectDamage::CheckSave( CGameSprite* pSprite, unsigned char& saveVSDeathRoll, unsigned char& saveVSWandsRoll, unsigned char& saveVSPolyRoll, unsigned char& saveVSBreathRoll, unsigned char& saveVSSpellRoll, unsigned char& magicResistRoll);
Parameters
- :ref:`CGameSprite<CGameSprite>`* pSprite - pointer to game sprite object
unsigned char
& saveVSDeathRoll -unsigned char
& saveVSWandsRoll -unsigned char
& saveVSPolyRoll -unsigned char
& saveVSBreathRoll -unsigned char
& saveVSSpellRoll -unsigned char
& magicResistRoll -
Return Value
Returns int
Remarks
void CGameEffectDamage::DecodeHitSound( unsigned long type, CGameSprite* pSprite);
Parameters
unsigned long
type -- :ref:`CGameSprite<CGameSprite>`* pSprite - pointer to game sprite object
Remarks
virtual void CGameEffectDamage::DisplayDamageAmount( CGameSprite* pSprite, long damageResisted);
Parameters
- :ref:`CGameSprite<CGameSprite>`* pSprite - pointer to game sprite object
long
damageResisted -
Remarks
virtual void CGameEffectDamage::DisplayString(CGameSprite* pSprite);
Parameters
- :ref:`CGameSprite<CGameSprite>`* pSprite - pointer to game sprite object
Remarks
virtual void CGameEffectDamage::OnAddSpecific\(CGameSprite* pSprite);
Parameters
- :ref:`CGameSprite<CGameSprite>`* pSprite - pointer to game sprite object
Remarks
virtual int CGameEffectDamage::UsesDice();
Return Value
Returns int
Remarks