Remove XP gains for mortals

This commit is contained in:
kinther 2025-08-14 12:28:08 -07:00
parent 69caa31b8a
commit 7d2afcdee0
4 changed files with 1 additions and 18 deletions

View file

@ -250,7 +250,6 @@ ACMD(do_flee)
if (was_fighting && !IS_NPC(ch)) {
loss = GET_MAX_HIT(was_fighting) - GET_HIT(was_fighting);
loss *= GET_LEVEL(was_fighting);
gain_exp(ch, -loss);
}
if (FIGHTING(ch))
stop_fighting(ch);

View file

@ -295,7 +295,6 @@ struct char_data *i;
void die(struct char_data * ch, struct char_data * killer)
{
gain_exp(ch, -(GET_EXP(ch) / 2));
if (!IS_NPC(ch)) {
REMOVE_BIT_AR(PLR_FLAGS(ch), PLR_KILLER);
REMOVE_BIT_AR(PLR_FLAGS(ch), PLR_THIEF);
@ -315,7 +314,6 @@ static void perform_group_gain(struct char_data *ch, int base,
else
send_to_char(ch, "You receive your share of experience -- one measly little point!\r\n");
gain_exp(ch, share);
change_alignment(ch, victim);
}
@ -364,7 +362,6 @@ static void solo_gain(struct char_data *ch, struct char_data *victim)
else
send_to_char(ch, "You receive one lousy experience point.\r\n");
gain_exp(ch, exp);
change_alignment(ch, victim);
}
@ -650,10 +647,6 @@ int damage(struct char_data *ch, struct char_data *victim, int dam, int attackty
dam = MAX(MIN(dam, 100), 0);
GET_HIT(victim) -= dam;
/* Gain exp for the hit */
if (ch != victim)
gain_exp(ch, GET_LEVEL(victim) * dam);
update_pos(victim);
/* skill_message sends a message from the messages file in lib/misc.

View file

@ -305,12 +305,6 @@ void generic_complete_quest(struct char_data *ch)
"You have been awarded %d gold coins for your service.\r\n",
QST_GOLD(rnum));
}
if (QST_EXP(rnum)) {
gain_exp(ch, QST_EXP(rnum));
send_to_char(ch,
"You have been awarded %d experience points for your service.\r\n",
QST_EXP(rnum));
}
if (QST_OBJ(rnum) && QST_OBJ(rnum) != NOTHING) {
if (real_object(QST_OBJ(rnum)) != NOTHING) {
if ((new_obj = read_object((QST_OBJ(rnum)),VIRTUAL)) != NULL) {

View file

@ -190,10 +190,7 @@ SPECIAL(dump)
send_to_char(ch, "You are awarded for outstanding performance.\r\n");
act("$n has been awarded for being a good citizen.", TRUE, ch, 0, 0, TO_ROOM);
if (GET_LEVEL(ch) < 3)
gain_exp(ch, value);
else
increase_gold(ch, value);
increase_gold(ch, value);
}
return (TRUE);
}