fBaseXtensions.Game.Hero.Class.Crusader.CreateAbility C# (CSharp) Method

CreateAbility() private method

private CreateAbility ( SNOPower Power ) : Skill
Power SNOPower
return fBaseXtensions.Game.Hero.Skills.Skill
        internal override Skill CreateAbility(SNOPower Power)
        {
            CrusaderActiveSkills power = (CrusaderActiveSkills)Enum.ToObject(typeof(CrusaderActiveSkills), (int)Power);

            switch (power)
            {
                case CrusaderActiveSkills.Crusader_ShieldBash:
                    return new ShieldBash();
                case CrusaderActiveSkills.Crusader_SweepAttack:
                    return new SweepAttack();
                case CrusaderActiveSkills.Crusader_FallingSword:
                    return new FallingSword();
                case CrusaderActiveSkills.Crusader_FistOfTheHeavens:
                    return new FistOfTheHeavens();
                case CrusaderActiveSkills.Crusader_SteedCharge:
                    return new SteedCharge();
                case CrusaderActiveSkills.Crusader_Condemn:
                    return new Condemn();
                case CrusaderActiveSkills.Crusader_BlessedHammer:
                    return new BlessedHammer();
                case CrusaderActiveSkills.Crusader_BlessedShield:
                    return new BlessedShield();
                case CrusaderActiveSkills.Crusader_Judgment:
                    return new Judgement();
                //case CrusaderActiveSkills.Crusader_CrushingResolve:
                //	return new Resolve();
                case CrusaderActiveSkills.Crusader_ShieldGlare:
                    return new ShieldGlare();
                case CrusaderActiveSkills.Crusader_AkaratsChampion:
                    return new AkaratsChampion();
                case CrusaderActiveSkills.Crusader_Consecration:
                    return new Consecration();
                case CrusaderActiveSkills.Crusader_Bombardment:
                    return new Bombardment();
                case CrusaderActiveSkills.Crusader_Punish:
                    return new Punish();
                case CrusaderActiveSkills.Crusader_Smite:
                    return new Smite();
                case CrusaderActiveSkills.Crusader_Slash:
                    return new Slash();
                case CrusaderActiveSkills.Crusader_Provoke:
                    return new Provoke();
                //case CrusaderActiveSkills.Crusader_LawsOfHope:
                //	return new LawsOfHope();
                //case CrusaderActiveSkills.Crusader_LawsOfValor:
                //	return new LawsOfValor();
                //case CrusaderActiveSkills.Crusader_LawsOfJustice:
                //	return new LawsOfJustice();
                case CrusaderActiveSkills.Crusader_IronSkin:
                    return new IronSkin();
                case CrusaderActiveSkills.Crusader_HeavensFury3:
                    return new HeavensFury();
                case CrusaderActiveSkills.Crusader_Justice:
                    return new Justice();
                case CrusaderActiveSkills.Crusader_Phalanx3:
                    return new Phalanx();
                case CrusaderActiveSkills.Crusader_LawsOfHope2:
                    return new LawsOfHope();
                case CrusaderActiveSkills.Crusader_LawsOfJustice2:
                    return new LawsOfJustice();
                case CrusaderActiveSkills.Crusader_LawsOfValor2:
                    return new LawsOfValor();
                default:
                    return DefaultAttack;
            }
        }