#ifndef __CPPGEN_GNET_SKILL2561
#define __CPPGEN_GNET_SKILL2561
namespace GNET
{
#ifdef _SKILL_SERVER
    class Skill2561:public Skill
    {
      public:
        enum
        { SKILL_ID = 2561 };
          Skill2561 ():Skill (SKILL_ID)
        {
        }
    };
#endif
    class Skill2561Stub:public SkillStub
    {
      public:
#ifdef _SKILL_SERVER
        class State1:public SkillStub::State
        {
          public:
            int GetTime (Skill * skill) const
            {
                return 401;
            }
            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 * (210 + 24 * 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 2201;
            }
            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 * (210 + 24 * 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
      Skill2561Stub ():SkillStub (2561)
        {
            cls = 10;
            name = L"月咏";
            nativename = "月咏";
            icon = "月咏.dds";
            max_level = 10;
            type = 2;
            apcost = 0;
            arrowcost = 0;
            apgain = 20;
            attr = 1;
            rank = 4;
            eventflag = 0;
            posdouble = 0;
            clslimit = 0;
            time_type = 0;
            showorder = 1023;
            allow_land = 1;
            allow_air = 1;
            allow_water = 1;
            allow_ride = 0;
            auto_attack = 0;
            long_range = 0;
            restrict_corpse = 0;
            allow_forms = 3;
            {
                restrict_weapons.push_back (44878);
            }
            {
                restrict_weapons.push_back (0);
            }
            effect = "";
            range.type = 2;
            doenchant = true;
            dobless = false;
            commoncooldown = 0;
            commoncooldowntime = 0;
#ifdef _SKILL_SERVER
            statestub.push_back (new State1 ());
            statestub.push_back (new State2 ());
            statestub.push_back (new State3 ());
#endif
        }
        virtual ~ Skill2561Stub ()
        {
        }
        float GetMpcost (Skill * skill) const
        {
            return (float) (210 + 24 * skill->GetLevel ());
        }
        int GetExecutetime (Skill * skill) const
        {
            return 2201;
        }
        int GetCoolingtime (Skill * skill) const
        {
            return 33000 - 3000 * skill->GetLevel ();
        }
        int GetRequiredLevel (Skill * skill) const
        {
            static int array[10] = { 39, 43, 47, 51, 55, 59, 63, 67, 71, 75 };
            return array[skill->GetLevel () - 1];
        }
        int GetRequiredSp (Skill * skill) const
        {
            static int array[10] = { 19926, 24640, 30222, 36708, 44265, 53070, 63270, 75260, 92310, 146300 };
            return array[skill->GetLevel () - 1];
        }
        int GetRequiredMoney (Skill * skill) const
        {
            static int array[10] = { 1990, 2380, 2780, 3180, 3580, 3980, 10980, 31980, 91980, 171980 };
            return array[skill->GetLevel () - 1];
        }
        float GetRadius (Skill * skill) const
        {
            return (float) (16);
        }
        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 (),
                               210 + 24 * skill->GetLevel (), 33 - 3.0 * skill->GetLevel (), 20 + 2 * skill->GetLevel (), 5 + skill->GetLevel ());

        }
#endif
#ifdef _SKILL_SERVER
        int GetEnmity (Skill * skill) const
        {
            return 0;
        }
        bool StateAttack (Skill * skill) const
        {
            skill->GetVictim ()->SetProbability (1.0 * 100);
            skill->GetVictim ()->SetTime (1800000);
            skill->GetVictim ()->SetRatio (20 + 2 * skill->GetLevel ());
            skill->GetVictim ()->SetCritdamagereduce (1);
            skill->GetVictim ()->SetProbability (1.0 * -1);
            skill->GetVictim ()->SetTime (1800000);
            skill->GetVictim ()->SetRatio (0.05 + 0.01 * skill->GetLevel ());
            skill->GetVictim ()->SetEnhanceskilldamage3 (1);
            return true;
        }
        bool TakeEffect (Skill * skill) const
        {;
            return true;
        }
        float GetEffectdistance (Skill * skill) const
        {
            return (float) (10);
        }
        float GetHitrate (Skill * skill) const
        {
            return (float) (1.0);
        }
#endif
    };
}
#endif
