#ifndef __CPPGEN_GNET_SKILL1623
#define __CPPGEN_GNET_SKILL1623
namespace GNET
{
#ifdef _SKILL_SERVER
    class Skill1623:public Skill
    {
      public:
        enum
        { SKILL_ID = 1623 };
          Skill1623 ():Skill (SKILL_ID)
        {
        }
    };
#endif
    class Skill1623Stub:public SkillStub
    {
      public:
#ifdef _SKILL_SERVER
        class State1:public SkillStub::State
        {
          public:
            int GetTime (Skill * skill) const
            {
                return 5000;
            }
            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 * 300);
                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 800;
            }
            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 * 300);
                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
      Skill1623Stub ():SkillStub (1623)
        {
            cls = 9;
            name = L"狂·摄魂咒";
            nativename = "狂·摄魂咒";
            icon = "勾魂摄魄魔技能.dds";
            max_level = 1;
            type = 3;
            apcost = 0;
            arrowcost = 0;
            apgain = 10;
            attr = 3;
            rank = 30;
            eventflag = 0;
            is_senior = 1;
            posdouble = 0;
            clslimit = 0;
            time_type = 0;
            showorder = 1422;
            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 (292);
            }
            {
                restrict_weapons.push_back (0);
            }
            effect = "魅灵_勾魂摄魄.sgc";
            range.type = 0;
            doenchant = true;
            dobless = false;
            commoncooldown = 0;
            commoncooldowntime = 0;
            pre_skills.push_back (std::pair < ID, int >(1376, 10));
#ifdef _SKILL_SERVER
            statestub.push_back (new State1 ());
            statestub.push_back (new State2 ());
            statestub.push_back (new State3 ());
#endif
        }
        virtual ~ Skill1623Stub ()
        {
        }
        float GetMpcost (Skill * skill) const
        {
            return (float) (300);
        }
        int GetExecutetime (Skill * skill) const
        {
            return 800;
        }
        int GetCoolingtime (Skill * skill) const
        {
            return 2000;
        }
        int GetRequiredLevel (Skill * skill) const
        {
            static int array[10] = { 89 };
            return array[skill->GetLevel () - 1];
        }
        int GetRequiredSp (Skill * skill) const
        {
            static int array[10] = { 1000000 };
            return array[skill->GetLevel () - 1];
        }
        int GetRequiredItem (Skill * skill) const
        {
            static int array[10] = { 30919 };
            return array[skill->GetLevel () - 1];
        }
        int GetRequiredMoney (Skill * skill) const
        {
            static int array[10] = { 1000000 };
            return array[skill->GetLevel () - 1];
        }
        float GetRadius (Skill * skill) const
        {
            return (float) (3 + 0.4 * skill->GetLevel ());
        }
        float GetAttackdistance (Skill * skill) const
        {
            return (float) (4 + 0.3 * skill->GetLevel ());
        }
        float GetAngle (Skill * skill) const
        {
            return (float) (1 - 0.0111111 * (0));
        }
        float GetPraydistance (Skill * skill) const
        {
            return (float) (27);
        }
#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 120;
        }
        bool StateAttack (Skill * skill) const
        {
            skill->GetVictim ()->SetRatio (1);
            skill->GetVictim ()->SetAmount (skill->GetT2 () *
                                            (1 +
                                             0.01 * (skill->GetT1 () - skill->GetPlayer ()->GetDefenddegree () >
                                                     0 ? skill->GetT1 () - skill->GetPlayer ()->GetDefenddegree () : 0)));
            skill->GetVictim ()->SetValue (skill->GetT0 () *
                                           (1 +
                                            0.01 * (skill->GetT1 () - skill->GetPlayer ()->GetDefenddegree () >
                                                    0 ? skill->GetT1 () - skill->GetPlayer ()->GetDefenddegree () : 0)));
            skill->GetVictim ()->SetSpecialphysichurt (1);
            skill->GetVictim ()->SetProbability (1.0 * 80);
            skill->GetVictim ()->SetBreak (1);
            return true;
        }
        bool TakeEffect (Skill * skill) const
        {;
            return true;
        }
        float GetEffectdistance (Skill * skill) const
        {
            return (float) (36);
        }
        int GetAttackspeed (Skill * skill) const
        {
            return 26;
        }
        float GetHitrate (Skill * skill) const
        {
            return (float) (1);
        }
        float GetTalent0 (PlayerWrapper * player) const
        {
            return (float) ((player->GetPuremagicattack () * 1.25 + 2900) * (player->GetRand () < player->GetCrit () * 3 ? 1.3 : 1));
        }
        float GetTalent1 (PlayerWrapper * player) const
        {
            return (float) (player->GetAttackdegree ());
        }
        float GetTalent2 (PlayerWrapper * player) const
        {
            return (float) ((player->GetPuremagicattack () * 2 + 5800) * (player->GetRand () < player->GetCrit () * 3 ? 1.3 : 1));
        }
#endif
    };
}
#endif
