public override void Initialize()
{
FullMarauderSetBonus = Equipment.CheckLegendaryItemCount(LegendaryItemTypes.EmbodimentoftheMarauder, 6);
BombadiersRucksack=Equipment.CheckLegendaryItemCount(LegendaryItemTypes.BombadiersRucksack);
WaitVars = new WaitLoops(0, 0, true);
Cost = 30;
Range = 55;
Priority = SkillPriority.High;
PreCast = new SkillPreCast
{
Flags = SkillPrecastFlags.CheckPlayerIncapacitated | SkillPrecastFlags.CheckCanCast,
};
PreCast.Criteria += skill => FunkyGame.Targeting.Cache.Environment.HeroPets.DemonHunterSentry < SentryMax();
PreCast.CreatePrecastCriteria();
SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.None, Range, MinimumHealthPercent: 0.95d, falseConditionalFlags: TargetProperties.Normal));
//Any unit when our energy is greater than 90%!
SingleUnitCondition.Add(new UnitTargetConditions
{
TrueConditionFlags = TargetProperties.None,
Criteria = (unit) => FunkyGame.Hero.dCurrentEnergyPct > (FullMarauderSetBonus ? 0.5d : 0.9d),
MaximumDistance = Range,
FalseConditionFlags = TargetProperties.LowHealth,
});
ClusterConditions.Add(new SkillClusterConditions(6d, Range, 3, true));
FcriteriaCombat = (u) => FunkyGame.Targeting.Cache.Environment.HeroPets.DemonHunterSentry < SentryMax();
}