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-rw-r--r--src/scripting/lua.cpp93
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: &lt;setname&gt;_&lt;skillname&gt;. 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: &lt;setname&gt;_&lt;skillname&gt;.
- * 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 },