#ifndef __CPPGEN_GNET_SKILL320
#define __CPPGEN_GNET_SKILL320
namespace GNET
{
#ifdef _SKILL_SERVER
    class Skill320:public Skill
    {
      public:
        enum
        { SKILL_ID = 320 };
          Skill320 ():Skill (SKILL_ID)
        {
        }
    };
#endif
    class Skill320Stub:public SkillStub
    {
      public:
#ifdef _SKILL_SERVER
        class State1:public SkillStub::State
        {
          public:
            int GetTime (Skill * skill) const
            {
                return 1500;
            }
            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 * (50 + 10 * skill->GetLevel ()));
                skill->GetPlayer ()->SetPray (1);
            }
            bool Interrupt (Skill * skill) const
            {
                return skill->GetRand () < 25 - 2 * skill->GetLevel ();
            }
            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 1200;
            }
            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 * (50 + 10 * skill->GetLevel ()));
                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
      Skill320Stub ():SkillStub (320)
        {
            cls = 3;
            name = L"残体咒";
            nativename = "残体咒";
            icon = "残体咒.dds";
            max_level = 10;
            type = 3;
            apcost = 0;
            arrowcost = 0;
            apgain = 10;
            attr = 0;
            rank = 2;
            eventflag = 0;
            posdouble = 0;
            clslimit = 0;
            time_type = 0;
            showorder = 1622;
            allow_land = 1;
            allow_air = 1;
            allow_water = 1;
            allow_ride = 0;
            auto_attack = 0;
            long_range = 0;
            restrict_corpse = 0;
            allow_forms = 2;
            {
                restrict_weapons.push_back (292);
            }
            {
                restrict_weapons.push_back (0);
            }
            effect = "残体咒.sgc";
            range.type = 0;
            doenchant = true;
            dobless = false;
            commoncooldown = 0;
            commoncooldowntime = 0;
            pre_skills.push_back (std::pair < ID, int >(319, 1));
#ifdef _SKILL_SERVER
            statestub.push_back (new State1 ());
            statestub.push_back (new State2 ());
            statestub.push_back (new State3 ());
#endif
        }
        virtual ~ Skill320Stub ()
        {
        }
        float GetMpcost (Skill * skill) const
        {
            return (float) (50 + 10 * skill->GetLevel ());
        }
        int GetExecutetime (Skill * skill) const
        {
            return 1200;
        }
        int GetCoolingtime (Skill * skill) const
        {
            return 30000;
        }
        int GetRequiredLevel (Skill * skill) const
        {
            static int array[10] = { 23, 28, 33, 38, 43, 48, 53, 58, 63, 68 };
            return array[skill->GetLevel () - 1];
        }
        int GetRequiredSp (Skill * skill) const
        {
            static int array[10] = { 7000, 10900, 16100, 23000, 32000, 44100, 60200, 81800, 111000, 151000 };
            return array[skill->GetLevel () - 1];
        }
        int GetRequiredMoney (Skill * skill) const
        {
            static int array[10] = { 630, 1000, 1450, 1900, 2380, 2880, 3380, 3880, 10980, 41980 };
            return array[skill->GetLevel () - 1];
        }
        float GetRadius (Skill * skill) const
        {
            return (float) (0);
        }
        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) (10);
        }
#ifdef _SKILL_CLIENT
        int GetIntroduction (Skill * skill, wchar_t * buffer, int length, wchar_t * format) const
        {
            return _snwprintf (buffer, length, format, skill->GetLevel (), 30 + 9 * skill->GetLevel (), 20, 5 + 1.5 * skill->GetLevel ());

        }
#endif
#ifdef _SKILL_SERVER
        int GetEnmity (Skill * skill) const
        {
            return 100;
        }
        bool StateAttack (Skill * skill) const
        {
            skill->GetVictim ()->SetProbability (1.0 * 100);
            skill->GetVictim ()->SetTime (5000 + 1500 * skill->GetLevel ());
            skill->GetVictim ()->SetRatio (0.2);
            skill->GetVictim ()->SetCanti (1);
            return true;
        }
        bool TakeEffect (Skill * skill) const
        {;
            return true;
        }
        float GetEffectdistance (Skill * skill) const
        {
            return (float) (18);
        }
        int GetAttackspeed (Skill * skill) const
        {
            return 0;
        }
        float GetHitrate (Skill * skill) const
        {
            return (float) (1);
        }
#endif
    };
}
#endif
