public static void HandleGaugeGain(MapleCharacter chr, int skillId, int gaugeInc)
        {
            LuminousSystem resource = (LuminousSystem)chr.Resource;
            LuminousState  state    = SkillConstants.GetLuminousSkillState(skillId);

            if (state == LuminousState.Light)
            {
                resource.IncreaseLightGauge(gaugeInc, chr);
            }
            else
            {
                resource.IncreaseDarkGauge(gaugeInc, chr);
            }
            chr.Client.SendPacket(resource.Update());
        }
 public void IncreaseDarkGauge(int amount, MapleCharacter chr)
 {
     if (State == LuminousState.None)
     {
         DataBuffer.GetCharacterSkillById(LuminousBasics.ECLIPSE).GetEffect(1).ApplyBuffEffect(chr);
         chr.AddCooldown(LuminousBasics.ECLIPSE, 180000);
         State = LuminousState.Dark;
     }
     if (DarkLevel < 5)
     {
         DarkGauge += amount;
         if (DarkGauge > 10000)
         {
             DarkGauge = 0;
             DarkLevel++;
         }
     }
 }
 public void IncreaseLightGauge(int amount, MapleCharacter chr)
 {
     if (State == LuminousState.None)
     {
         WzCharacterSkill skill = DataBuffer.GetCharacterSkillById(LuminousBasics.SUNFIRE);
         skill.GetEffect(1).ApplyBuffEffect(chr);
         chr.AddCooldown(LuminousBasics.SUNFIRE, 180000);
         State = LuminousState.Light;
     }
     if (LightLevel < 5)
     {
         LightGauge += amount;
         if (LightGauge > 10000)
         {
             LightGauge = 0;
             LightLevel++;
         }
     }
 }