#ifndef __CPPGEN_GNET_SKILL1099
#define __CPPGEN_GNET_SKILL1099
namespace GNET
{
#ifdef _SKILL_SERVER
    class Skill1099:public Skill
    {
      public:
        enum
        { SKILL_ID = 1099 };
          Skill1099 ():Skill (SKILL_ID)
        {
        }
    };
#endif
    class Skill1099Stub:public SkillStub
    {
      public:
#ifdef _SKILL_SERVER
        class State1:public SkillStub::State
        {
          public:
            int GetTime (Skill * skill) const
            {
                return 100;
            }
            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 * (56 + 7 * 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 1667;
            }
            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 * (56 + 7 * 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
      Skill1099Stub ():SkillStub (1099)
        {
            cls = 5;
            name = L"三世明王咒";
            nativename = "三世明王咒";
            icon = "状态闪避.dds";
            max_level = 10;
            type = 2;
            apcost = 0;
            arrowcost = 0;
            apgain = 10;
            attr = 1;
            rank = 6;
            eventflag = 0;
            posdouble = 0;
            clslimit = 0;
            time_type = 0;
            showorder = 1624;
            allow_land = 1;
            allow_air = 1;
            allow_water = 1;
            allow_ride = 0;
            auto_attack = 0;
            long_range = 0;
            restrict_corpse = 0;
            allow_forms = 1;
            {
                restrict_weapons.push_back (23749);
            }
            effect = "空.sgc";
            range.type = 5;
            doenchant = true;
            dobless = false;
            commoncooldown = 1;
            commoncooldowntime = 90000;
            pre_skills.push_back (std::pair < ID, int >(1096, 1));
#ifdef _SKILL_SERVER
            statestub.push_back (new State1 ());
            statestub.push_back (new State2 ());
            statestub.push_back (new State3 ());
#endif
        }
        virtual ~ Skill1099Stub ()
        {
        }
        float GetMpcost (Skill * skill) const
        {
            return (float) (56 + 7 * skill->GetLevel ());
        }
        int GetExecutetime (Skill * skill) const
        {
            return 1667;
        }
        int GetCoolingtime (Skill * skill) const
        {
            return 90000;
        }
        int GetRequiredLevel (Skill * skill) const
        {
            static int array[10] = { 59, 62, 65, 68, 71, 74, 77, 80, 83, 86 };
            return array[skill->GetLevel () - 1];
        }
        int GetRequiredSp (Skill * skill) const
        {
            static int array[10] = { 87000, 104000, 125000, 151000, 181000, 239000, 327000, 440000, 586000, 773000 };
            return array[skill->GetLevel () - 1];
        }
        int GetRequiredMoney (Skill * skill) const
        {
            static int array[10] = { 3980, 8980, 14980, 41980, 91980, 151980, 251980, 371980, 611980, 851980 };
            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) (0);
        }
#ifdef _SKILL_CLIENT
        int GetIntroduction (Skill * skill, wchar_t * buffer, int length, wchar_t * format) const
        {
            return _snwprintf (buffer, length, format,
                               skill->GetLevel (), 56 + 7 * skill->GetLevel (), 25 + 2.5 * skill->GetLevel (), 30 + 3 * 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 (30000 + 3000 * skill->GetLevel ());
            skill->GetVictim ()->SetRatio (0.25 + 0.025 * skill->GetLevel ());
            skill->GetVictim ()->SetIncdebuffdodge (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
