protected virtual void initAbilities() { AbilityList.Clear(); WhiteAtks.InvalidateCache(); // Whites //WhiteAtks = new Skills.WhiteAtks(Char, StatS, CombatFactors); // Anti-Debuff //AddAbility(new AbilWrapper(new Skills.HeroicFury( Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); //AddAbility(new AbilWrapper(new Skills.EveryManForHimself(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); //AddAbility(new AbilWrapper(new Skills.Charge(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); //AddAbility(new AbilWrapper(new Skills.Intercept(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); //AddAbility(new AbilWrapper(new Skills.Intervene(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); // Rage Generators //AddAbility(new AbilWrapper(new Skills.SecondWind(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); //AddAbility(new AbilWrapper(new Skills.BerserkerRage(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); //AddAbility(new AbilWrapper(new Skills.Bloodrage(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); // Maintenance //AddAbility(new AbilWrapper(new Skills.BattleShout(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); //AddAbility(new AbilWrapper(new Skills.CommandingShout(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); //AddAbility(new AbilWrapper(new Skills.DemoralizingShout(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); //AddAbility(new AbilWrapper(new Skills.SunderArmor(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); //AddAbility(new AbilWrapper(new Skills.ThunderClap(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); //AddAbility(new AbilWrapper(new Skills.Hamstring(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); //AddAbility(new AbilWrapper(new Skills.EnragedRegeneration(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); // Periodics //AddAbility(new AbilWrapper(new Skills.ShatteringThrow(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); //AddAbility(new AbilWrapper(new Skills.SweepingStrikes(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); //AddAbility(new AbilWrapper(new Skills.DeathWish(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); //AddAbility(new AbilWrapper(new Skills.Recklessness(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); // Slam used by Bloodsurge, WW used by Bladestorm, so they're shared SteadyShot Steady = new Skills.SteadyShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); AddAbility(new AbilWrapper(Steady)); Skills.Ability Multi = new Skills.MultiShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); AddAbility(new AbilWrapper(Multi)); //AddAbility(new AbilWrapper(new Skills.Cleave(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); //AddAbility(new AbilWrapper(new Skills.HeroicStrike(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); Skills.Ability Kill = new Skills.KillShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); AddAbility(new AbilWrapper(Kill)); // Arms abilities //AddAbility(new AbilWrapper(new Skills.Bladestorm(Char, StatS, CombatFactors, WhiteAtks, CalcOpts, WW))); //AddAbility(new AbilWrapper(new Skills.MortalStrike(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); //AddAbility(new AbilWrapper(new Skills.Rend(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); //Skills.Ability SS = new Skills.Swordspec(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); //AddAbility(new AbilWrapper(SS)); //AddAbility(new AbilWrapper(new Skills.OverPower(Char, StatS, CombatFactors, WhiteAtks, CalcOpts, SS))); //AddAbility(new AbilWrapper(new Skills.TasteForBlood(Char, StatS, CombatFactors, WhiteAtks, CalcOpts))); //AddAbility(new AbilWrapper(new Skills.Suddendeath(Char, StatS, CombatFactors, WhiteAtks, CalcOpts, EX))); // Fury abilities //Ability BT = new Skills.BloodThirst(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); //AddAbility(new AbilWrapper(BT)); //AddAbility(new AbilWrapper(new Skills.BloodSurge(Char, StatS, CombatFactors, WhiteAtks, CalcOpts, SL, WW, BT))); Piercing = new Skills.PiercingShots(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); }
/// <summary> /// Initilize the abilties for use in generating the rotation. /// </summary> protected virtual void initAbilities() { AbilityList.Clear(); if (WhiteAtks != null) { WhiteAtks.InvalidateCache(); } // Whites WhiteAtks = new Skills.WhiteAttacks(Char, StatS, CombatFactors, CalcOpts, BossOpts); // Filler/ Focus regen. Steady = new Skills.SteadyShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); AddAbility(new AbilWrapper(Steady)); Cobra = new Skills.CobraShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); AddAbility(new AbilWrapper(Cobra)); // Shared Instants Multi = new Skills.MultiShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); AddAbility(new AbilWrapper(Multi)); Arcane = new Skills.ArcaneShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); AddAbility(new AbilWrapper(Arcane)); // Spec specific. Explosive = new Skills.ExplosiveShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); AddAbility(new AbilWrapper(Explosive)); this.BlackArrowD = new Skills.BlackArrow(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); AddAbility(new AbilWrapper(BlackArrowD)); Aimed = new Skills.AimedShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); AddAbility(new AbilWrapper(Aimed)); CAAimed = new Skills.CAAimedShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); AddAbility(new AbilWrapper(CAAimed)); MMMAimed = new Skills.MMMAimedShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); AddAbility(new AbilWrapper(MMMAimed)); ChimeraShot = new Skills.ChimeraShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); AddAbility(new AbilWrapper(ChimeraShot)); //Skills.Ability Intimidate = new Skills.Intimidate(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); Bestial = new Skills.BestialWrath(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); AddAbility(new AbilWrapper(Bestial)); // Generic Piercing = new Skills.PiercingShots(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); AddAbility(new AbilWrapper(Piercing)); Kill = new Skills.KillShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); AddAbility(new AbilWrapper(Kill)); // Buffs Rapid = new Skills.RapidFire(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); AddAbility(new AbilWrapper(Rapid)); Ready = new Skills.Readiness(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); AddAbility(new AbilWrapper(Ready)); // DOT Serpent = new Skills.SerpentSting(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); AddAbility(new AbilWrapper(Serpent)); // Traps //AddAbility(new AbilWrapper(new Skills.ImmolationTrap(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); //AddAbility(new AbilWrapper(new Skills.ExplosiveTrap(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); //AddAbility(new AbilWrapper(new Skills.FreezingTrap(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); //AddAbility(new AbilWrapper(new Skills.FrostTrap(Char, StatS, CombatFactors, WhiteAtks, CalcOpts); }