.. _CGameEffectHoldCreatureSpell Class: ================================== CGameEffectHoldCreatureSpell Class ================================== .. toctree:: :maxdepth: 1 .. note:: See :ref:`CGameEffect\ Methods` for methods that are shared by all game effect classes. Only the additional methods specific to each class are documented here. ---- .. _CGameEffectHoldCreatureSpell_Methods: Methods --------------- +-------------------------------------------------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | **Name** | **Description** | +-------------------------------------------------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameEffectHoldCreatureSpell\:\:CGameEffectHoldCreatureSpell` | Constructor (additional constructor) create ``CGameEffectHoldCreatureSpell`` object | +-------------------------------------------------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameEffectHoldCreatureSpell\:\:DisplayString` | | +-------------------------------------------------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ ---- .. _CGameEffectHoldCreatureSpellCGameEffectHoldCreatureSpell: CGameEffectHoldCreatureSpell\:\:CGameEffectHoldCreatureSpell ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Constructor - create ``CGameEffectHoldCreatureSpell`` object :: void CGameEffectHoldCreatureSpell::CGameEffectHoldCreatureSpell( Item_effect_st* effect, CPoint& source, long sourceID, CPoint target); **Parameters** * :ref:`Item_effect_st`\* *effect* - * :ref:`CPoint`\& *source* - * ``long`` *sourceID* - * :ref:`CPoint` *target* - **Remarks** Additional constructor for CGameEffectHoldCreatureSpell\:\:CGameEffectHoldCreatureSpell ---- .. _CGameEffectHoldCreatureSpellDisplayString: CGameEffectHoldCreatureSpell\:\:DisplayString ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: virtual void CGameEffectHoldCreatureSpell::DisplayString(CGameSprite* pSprite); **Parameters** * :ref:`CGameSprite`\* *pSprite* - pointer to game sprite object **Remarks**