diff options
Diffstat (limited to 'src/scripting/lua.cpp')
-rw-r--r-- | src/scripting/lua.cpp | 93 |
1 files changed, 0 insertions, 93 deletions
diff --git a/src/scripting/lua.cpp b/src/scripting/lua.cpp index a76c9399..624fbda1 100644 --- a/src/scripting/lua.cpp +++ b/src/scripting/lua.cpp @@ -1878,95 +1878,6 @@ static int entity_set_gender(lua_State *s) return 0; } -/** LUA entity:level (being) - * entity:level() - * entity:level(int skill_id) - * entity:level(string skill_name) - ** - * Valid only for character entities. - * - * **Return value:** Returns the level of the character. If a skill is passed - * (either by name or id) the level of this skill is returned. - * - * **Note:** If the skill is provided as string (`skill_name`) you have to - * use this format: <setname>_<skillname>. So for example: "Weapons_Unarmed". - */ -static int entity_get_level(lua_State *s) -{ - Entity *ch = checkCharacter(s, 1); - auto *characterComponent = ch->getComponent<CharacterComponent>(); - if (lua_gettop(s) > 1) - { - int skillId = checkSkill(s, 2); - lua_pushinteger(s, characterComponent->levelForExp( - characterComponent->getExperience(skillId))); - } - else - { - lua_pushinteger(s, characterComponent->getLevel()); - } - return 1; -} - -/** LUA entity:xp (being) - * entity:xp(int skill_id) - * entity:xp(string skill_name) - ** - * Valid only for character entities. - * - * **Return value:** The total experience collected by the character in - * `skill`. - * - * If the skill is provided as string (`skillname`) you have to use this - * format: <setname>_<skillname>. So for example: "Weapons_Unarmed". - */ -static int entity_get_xp(lua_State *s) -{ - Entity *c = checkCharacter(s, 1); - int skill = checkSkill(s, 2); - const int exp = c->getComponent<CharacterComponent>()->getExperience(skill); - - lua_pushinteger(s, exp); - return 1; -} - -/** LUA entity:give_xp (being) - * entity:give_xp(int skill, int amount [, int optimalLevel]) - * entity:give_xp(string skillname, int amount [, int optimalLevel]) - ** - * Valid only for character entities. - * - * Gives the character `amount` experience in skill `skill`. When an - * optimal level is set (over 0), the experience is reduced when the characters - * skill level is beyond this. If the skill is provided as string - * (`skillname`) you have to use this format: <setname>_<skillname>. - * So for example: "Weapons_Unarmed". - */ -static int entity_give_xp(lua_State *s) -{ - Entity *c = checkCharacter(s, 1); - int skill = checkSkill(s, 2); - const int exp = luaL_checkint(s, 3); - const int optimalLevel = luaL_optint(s, 4, 0); - - c->getComponent<CharacterComponent>()->receiveExperience(skill, exp, - optimalLevel); - return 0; -} - -/** LUA xp_for_level (being) - * xp_for_level(int level) - ** - * **Return value:** Returns the total experience necessary (counted from - * level 0) for reaching `level` in any skill. - */ -static int xp_for_level(lua_State *s) -{ - const int level = luaL_checkint(s, 1); - lua_pushinteger(s, CharacterComponent::expForLevel(level)); - return 1; -} - /** LUA entity:add_hit_taken (being) * add_hit_taken(int damage) ** @@ -3374,7 +3285,6 @@ LuaScript::LuaScript(): { "getvar_world", getvar_world }, { "setvar_world", setvar_world }, { "chr_get_post", chr_get_post }, - { "xp_for_level", xp_for_level }, { "monster_create", monster_create }, { "trigger_create", trigger_create }, { "get_beings_in_circle", get_beings_in_circle }, @@ -3442,9 +3352,6 @@ LuaScript::LuaScript(): { "remove_attribute_modifier", entity_remove_attribute_modifier }, { "gender", entity_get_gender }, { "set_gender", entity_set_gender }, - { "level", entity_get_level }, - { "xp", entity_get_xp }, - { "give_xp", entity_give_xp }, { "hair_color", entity_get_hair_color }, { "set_hair_color", entity_set_hair_color }, { "hair_style", entity_get_hair_style }, |