#ifndef __CPPGEN_GNET_SKILL1076
#define __CPPGEN_GNET_SKILL1076
namespace GNET
{
#ifdef _SKILL_SERVER
    class Skill1076:public Skill
    {
      public:
        enum
        { SKILL_ID = 1076 };
          Skill1076 ():Skill (SKILL_ID)
        {
        }
    };
#endif
    class Skill1076Stub:public SkillStub
    {
      public:
#ifdef _SKILL_SERVER
        class State1: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
            {
                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
      Skill1076Stub ():SkillStub (1076)
        {
            cls = 127;
            name = L"我是羽灵之精品BUFF4合1";
            nativename = "我是羽灵之精品BUFF4合1";
            icon = "";
            max_level = MAX_LEVEL;
            type = 4;
            apcost = 0;
            arrowcost = 0;
            apgain = 0;
            attr = 0;
            rank = 0;
            eventflag = 0;
            posdouble = 0;
            clslimit = 0;
            time_type = 0;
            showorder = 0;
            allow_land = 1;
            allow_air = 0;
            allow_water = 0;
            allow_ride = 0;
            auto_attack = 0;
            long_range = 1;
            restrict_corpse = 0;
            allow_forms = 0;
            effect = "";
            range.type = 5;
            doenchant = true;
            dobless = false;
            commoncooldown = 0;
            commoncooldowntime = 2;
            pre_skills.push_back (std::pair < ID, int >(0, 0));
#ifdef _SKILL_SERVER
            statestub.push_back (new State1 ());
#endif
        }
        virtual ~ Skill1076Stub ()
        {
        }
        float GetMpcost (Skill * skill) const
        {
            return (float) (0);
        }
        int GetExecutetime (Skill * skill) const
        {
            return 0;
        }
        int GetCoolingtime (Skill * skill) const
        {
            return 0;
        }
        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) (0);
        }
#ifdef _SKILL_CLIENT
        int GetIntroduction (Skill * skill, wchar_t * buffer, int length, wchar_t * format) const
        {
            return _snwprintf (buffer, length, format);
        }
#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 (900000);
            skill->GetVictim ()->SetRatio (0.5);
            skill->GetVictim ()->SetIncresist (1);
            skill->GetVictim ()->SetProbability (1.0 * 100);
            skill->GetVictim ()->SetTime (900000);
            skill->GetVictim ()->SetRatio (0.5);
            skill->GetVictim ()->SetIncmagic (1);
            skill->GetVictim ()->SetProbability (1.0 * 100);
            skill->GetVictim ()->SetTime (900000);
            skill->GetVictim ()->SetRatio (0.5);
            skill->GetVictim ()->SetIncdefence (1);
            skill->GetVictim ()->SetProbability (1.0 * 100);
            skill->GetVictim ()->SetTime (900000);
            skill->GetVictim ()->SetRatio (0.3);
            skill->GetVictim ()->SetIncattack (1);
            return true;
        }
        bool TakeEffect (Skill * skill) const
        {;
            return true;
        }
        float GetEffectdistance (Skill * skill) const
        {
            return (float) (0);
        }
        float GetHitrate (Skill * skill) const
        {
            return (float) (1.0);
        }
#endif
    };
}
#endif
