#pragma once #ifndef GAMESERVER_BUFF_STATUS_ABILITY_H_ #define GAMESERVER_BUFF_STATUS_ABILITY_H_ #include "BaseStatusAbility.h" class BuffStatusAbility : public BaseStatusAbility { public: BuffStatusAbility() { } virtual ~BuffStatusAbility() { } public: virtual bool IsValidStateID() const { if (GetAttrID() == eATTR_TYPE_INVALID && GetStateID() == eCHAR_STATE_INVALID) { return false; } return true; } }; //================================================================================================== // Toggle FP ability // #ifdef _NA_007667_20141001_WITCHBLADE_SKILL class ToggleFPAbility : public BuffStatusAbility { public: ToggleFPAbility() {} virtual ~ToggleFPAbility() {} virtual eABILITY_TYPE GetAbilityType() const; virtual bool IsValidStateID() const; virtual bool Execute(Character* target, BYTE* pMsg, WORD& wMsgSize); private: }; #endif //_NA_007667_20141001_WITCHBLADE_SKILL #endif // GAMESERVER_BUFF_STATUS_ABILITY_H_