public override void Cast(SkillCast skillCast) { int spiritCost = skillCast.GetSpCost(); int staminaCost = skillCast.GetStaCost(); if (Value.Stats[StatId.Spirit].Total >= spiritCost && Value.Stats[StatId.Stamina].Total >= staminaCost) { SkillCast = skillCast; ConsumeSp(spiritCost); ConsumeStamina(staminaCost); Value.Session.SendNotice(skillCast.SkillId.ToString()); // TODO: Move this and all others combat cases like recover sp to its own class. // Since the cast is always sent by the skill, we have to check buffs even when not doing damage. if (skillCast.IsBuffToOwner() || skillCast.IsBuffToEntity() || skillCast.IsBuffShield() || skillCast.IsDebuffToOwner()) { Status status = new(skillCast, ObjectId, ObjectId, 1); StatusHandler.Handle(Value.Session, status); } StartCombatStance(); } }
public virtual void Cast(SkillCast skillCast) { SkillCast = skillCast; // TODO: Move this and all others combat cases like recover sp to its own class. // Since the cast is always sent by the skill, we have to check buffs even when not doing damage. if (skillCast.IsBuffToOwner() || skillCast.IsBuffToEntity() || skillCast.IsBuffShield() || skillCast.IsDebuffToOwner()) { Status status = new(skillCast, ObjectId, ObjectId, 1); //StatusHandler.Handle(Value.Session, status); } }