#ifndef __CPPGEN_GNET_SKILL2553
#define __CPPGEN_GNET_SKILL2553
namespace GNET
{
#ifdef _SKILL_SERVER
    class Skill2553:public Skill
    {
      public:
        enum
        { SKILL_ID = 2553 };
          Skill2553 ():Skill (SKILL_ID)
        {
        }
    };
#endif
    class Skill2553Stub: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 ()->SetDecmp (0.2 * (21.6 + 9 * skill->GetLevel ()));
                skill->GetPlayer ()->SetPray (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 State2:public SkillStub::State
        {
          public:
            int GetTime (Skill * skill) const
            {
                return 701;
            }
            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 * (21.6 + 9 * 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
      Skill2553Stub ():SkillStub (2553)
        {
            cls = 10;
            name = L"无情游";
            nativename = "无情游";
            icon = "无情游.dds";
            max_level = 10;
            type = 8;
            apcost = 0;
            arrowcost = 0;
            apgain = 10;
            attr = 1;
            rank = 1;
            eventflag = 0;
            posdouble = 0;
            clslimit = 0;
            time_type = 0;
            showorder = 1007;
            allow_land = 1;
            allow_air = 1;
            allow_water = 1;
            allow_ride = 0;
            auto_attack = 1;
            long_range = 0;
            restrict_corpse = 0;
            allow_forms = 3;
            {
                restrict_weapons.push_back (44878);
            }
            effect = "夜影_无情游_击中.sgc";
            range.type = 0;
            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 ~ Skill2553Stub ()
        {
        }
        float GetMpcost (Skill * skill) const
        {
            return (float) (21.6 + 9 * skill->GetLevel ());
        }
        int GetExecutetime (Skill * skill) const
        {
            return 701;
        }
        int GetCoolingtime (Skill * skill) const
        {
            return 30000;
        }
        int GetRequiredLevel (Skill * skill) const
        {
            static int array[10] = { 17, 22, 27, 32, 37, 42, 47, 52, 57, 62 };
            return array[skill->GetLevel () - 1];
        }
        int GetRequiredSp (Skill * skill) const
        {
            static int array[10] = { 3700, 6272, 9300, 13112, 17845, 23400, 30222, 38488, 48447, 60320 };
            return array[skill->GetLevel () - 1];
        }
        int GetRequiredMoney (Skill * skill) const
        {
            static int array[10] = { 360, 580, 910, 1360, 1810, 2280, 2780, 3280, 3780, 8980 };
            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) (25);
        }
#ifdef _SKILL_CLIENT
        int GetIntroduction (Skill * skill, wchar_t * buffer, int length, wchar_t * format) const
        {
            return _snwprintf (buffer, length, format,
                               skill->GetLevel (),
                               25, 21.6 + 9 * skill->GetLevel (), 3.5 * skill->GetLevel () * skill->GetLevel () + 71.5 * skill->GetLevel () + 205.8);

        }
#endif
#ifdef _SKILL_SERVER
        int GetEnmity (Skill * skill) const
        {
            return 100 * skill->GetLevel ();
        }
        bool StateAttack (Skill * skill) const
        {
            skill->GetVictim ()->SetProbability (1.0 * 100);
            skill->GetVictim ()->SetTime (2701);
            skill->GetVictim ()->SetDizzy (1);
            skill->GetVictim ()->SetProbability (1.0 * 100);
            skill->GetVictim ()->SetTime (20701);
            skill->GetVictim ()->SetRatio (100);
            skill->GetVictim ()->SetAmount (0);
            skill->GetVictim ()->SetValue (2553);
            skill->GetVictim ()->SetDeathresetcd (1);
            skill->GetVictim ()->SetValue (0.3 * skill->GetT0 () + 3.5 * skill->GetLevel () * skill->GetLevel () + 71.5 * skill->GetLevel () + 205.8);
            skill->GetVictim ()->SetPhysichurt (1);
            return true;
        }
        bool TakeEffect (Skill * skill) const
        {;
            return true;
        }
        float GetEffectdistance (Skill * skill) const
        {
            return (float) (25 + 0.9 * 5.5);
        }
        float GetHitrate (Skill * skill) const
        {
            return (float) (1.0);
        }
        float GetTalent0 (PlayerWrapper * player) const
        {
            return (float) (player->GetAttack ());
        }
#endif
    };
}
#endif
