/// <summary> /// Directly grants luminance to the player, without any additional luminance modifiers /// </summary> public void GrantLuminance(long amount, XpType xpType, ShareType shareType = ShareType.All) { if (Fellowship != null && Fellowship.ShareXP && shareType.HasFlag(ShareType.Fellowship)) { // this will divy up the luminance, and re-call this function // with ShareType.Fellowship removed Fellowship.SplitLuminance((ulong)amount, xpType, shareType, this); } else { AddLuminance(amount, xpType); } }