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++; } } }