/// Give skill for stealing and casting, and as a result of special block in combat
/// </summary>
/// <param name="ch"></param>
/// <param name="skillType"></param>
/// <param name="amount"></param>
publicstaticvoid GiveSkillExp(Character ch, Globals.eSkillType skillType, int amount)
{
if (System.Configuration.ConfigurationManager.AppSettings["NPCSkillGain"].ToLower() == "false" && !ch.IsPC)
return;
/// Called as a result of combat damage or magic spell success
/// </summary>
/// <param name="ch"></param>
/// <param name="target"></param>
/// <param name="skillType"></param>
publicstaticvoid GiveSkillExp(Character ch, Character target, Globals.eSkillType skillType)
{
if (System.Configuration.ConfigurationManager.AppSettings["NPCSkillGain"].ToLower() == "false" && !ch.IsPC)
return;
Nope, no indication that the NPCs are ever making it to the skill increase code. Glancing through
some of the calling functions, it appears that NPCs always wind up in another code path. We get to
mark this at @bug and move on.
Just so that I have some tests for today, I did the Underworld Portal Chant ones.