#ifndef __CPPGEN_GNET_SKILL62
#define __CPPGEN_GNET_SKILL62
namespace GNET
{
#ifdef _SKILL_SERVER
    class Skill62:public Skill
    {
      public:
        enum
        { SKILL_ID = 62 };
          Skill62 ():Skill (SKILL_ID)
        {
        }
    };
#endif
    class Skill62Stub:public SkillStub
    {
      public:
#ifdef _SKILL_SERVER
        class State1:public SkillStub::State
        {
          public:
            int GetTime (Skill * skill) const
            {
                return 200;
            }
            bool Quit (Skill * skill) const
            {
                return false;
            }
            bool Loop (Skill * skill) const
            {
                return false;
            }
            bool Bypass (Skill * skill) const
            {
                return false;
            }
            void Calculate (Skill * skill) const
            {
                skill->GetPlayer ()->SetDecmp (0.2 * (94.5 + 8.4 * skill->GetLevel ()));
                skill->GetPlayer ()->SetPray (1);
            }
            bool Interrupt (Skill * skill) const
            {
                return false;
            }
            bool Cancel (Skill * skill) const
            {
                return 1;
            }
            bool Skip (Skill * skill) const
            {
                return 0;
            }
        };
#endif
#ifdef _SKILL_SERVER
        class State2:public SkillStub::State
        {
          public:
            int GetTime (Skill * skill) const
            {
                return 1800;
            }
            bool Quit (Skill * skill) const
            {
                return false;
            }
            bool Loop (Skill * skill) const
            {
                return false;
            }
            bool Bypass (Skill * skill) const
            {
                return false;
            }
            void Calculate (Skill * skill) const
            {
                skill->GetPlayer ()->SetDecmp (0.8 * (94.5 + 8.4 * skill->GetLevel ()));
                skill->SetPlus (1.5 * skill->GetLevel () * skill->GetLevel () + 130.8 * skill->GetLevel () + 1100.5);
                skill->SetRatio (0.5 + 0.05 * skill->GetLevel ());
                skill->SetDamage (skill->GetAttack ());
                skill->GetPlayer ()->SetPerform (1);
            }
            bool Interrupt (Skill * skill) const
            {
                return false;
            }
            bool Cancel (Skill * skill) const
            {
                return 0;
            }
            bool Skip (Skill * skill) const
            {
                return 0;
            }
        };
#endif
#ifdef _SKILL_SERVER
        class State3:public SkillStub::State
        {
          public:
            int GetTime (Skill * skill) const
            {
                return 0;
            }
            bool Quit (Skill * skill) const
            {
                return false;
            }
            bool Loop (Skill * skill) const
            {
                return false;
            }
            bool Bypass (Skill * skill) const
            {
                return false;
            }
            void Calculate (Skill * skill) const
            {
            }
            bool Interrupt (Skill * skill) const
            {
                return false;
            }
            bool Cancel (Skill * skill) const
            {
                return 0;
            }
            bool Skip (Skill * skill) const
            {
                return 0;
            }
        };
#endif
      Skill62Stub ():SkillStub (62)
        {
            cls = 0;
            name = L"风卷残云";
            nativename = "风卷残云";
            icon = "风卷残云.dds";
            max_level = 10;
            type = 1;
            apcost = 0;
            arrowcost = 0;
            apgain = 10;
            attr = 1;
            rank = 5;
            eventflag = 0;
            posdouble = 0;
            clslimit = 0;
            time_type = 0;
            showorder = 1111;
            allow_land = 1;
            allow_air = 1;
            allow_water = 1;
            allow_ride = 0;
            auto_attack = 1;
            long_range = 0;
            restrict_corpse = 0;
            allow_forms = 1;
            {
                restrict_weapons.push_back (182);
            }
            {
                restrict_weapons.push_back (0);
            }
            effect = "风卷残云.sgc";
            range.type = 2;
            doenchant = false;
            dobless = true;
            commoncooldown = 0;
            commoncooldowntime = 0;
            pre_skills.push_back (std::pair < ID, int >(61, 1));
#ifdef _SKILL_SERVER
            statestub.push_back (new State1 ());
            statestub.push_back (new State2 ());
            statestub.push_back (new State3 ());
#endif
        }
        virtual ~ Skill62Stub ()
        {
        }
        float GetMpcost (Skill * skill) const
        {
            return (float) (94.5 + 8.4 * skill->GetLevel ());
        }
        int GetExecutetime (Skill * skill) const
        {
            return 1800;
        }
        int GetCoolingtime (Skill * skill) const
        {
            return 15000;
        }
        int GetRequiredLevel (Skill * skill) const
        {
            static int array[10] = { 49, 53, 57, 61, 65, 69, 73, 77, 81, 85 };
            return array[skill->GetLevel () - 1];
        }
        int GetRequiredSp (Skill * skill) const
        {
            static int array[10] = { 47000, 60200, 76900, 98300, 125000, 160000, 215000, 327000, 484000, 705000 };
            return array[skill->GetLevel () - 1];
        }
        int GetRequiredMoney (Skill * skill) const
        {
            static int array[10] = { 2980, 3380, 3780, 6980, 14980, 51980, 131980, 251980, 451980, 771980 };
            return array[skill->GetLevel () - 1];
        }
        float GetRadius (Skill * skill) const
        {
            return (float) (8);
        }
        float GetAttackdistance (Skill * skill) const
        {
            return (float) (0);
        }
        float GetAngle (Skill * skill) const
        {
            return (float) (1 - 0.0111111 * (0));
        }
        float GetPraydistance (Skill * skill) const
        {
            return (float) (skill->GetPlayer ()->GetRange ());
        }
#ifdef _SKILL_CLIENT
        int GetIntroduction (Skill * skill, wchar_t * buffer, int length, wchar_t * format) const
        {
            return _snwprintf (buffer, length, format,
                               skill->GetLevel (),
                               94.5 + 8.4 * skill->GetLevel (),
                               50 + 5 * skill->GetLevel (),
                               1.5 * skill->GetLevel () * skill->GetLevel () + 130.8 * skill->GetLevel () + 1100.5,
                               5 + skill->GetLevel (), 2 + skill->GetLevel ());

        }
#endif
#ifdef _SKILL_SERVER
        int GetEnmity (Skill * skill) const
        {
            return 0;
        }
        bool BlessMe (Skill * skill) const
        {
            skill->GetVictim ()->SetProbability (1.0 * 100);
            skill->GetVictim ()->SetTime (5000 + 1000 * skill->GetLevel ());
            skill->GetVictim ()->SetRatio (0.02 + 0.01 * skill->GetLevel ());
            skill->GetVictim ()->SetFastattack (1);
            return true;
        }
        bool TakeEffect (Skill * skill) const
        {;
            return true;
        }
        float GetEffectdistance (Skill * skill) const
        {
            return (float) (8);
        }
        int GetAttackspeed (Skill * skill) const
        {
            return 16;
        }
        float GetHitrate (Skill * skill) const
        {
            return (float) (2 + 0.15 * skill->GetLevel ());
        }
#endif
    };
}
#endif
