+
+ /* Gain shield experience */
+ if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
+ {
+ int cur = p_ptr->skill_exp[GINOU_SHIELD];
+ int max = s_info[p_ptr->pclass].s_max[GINOU_SHIELD];
+
+ if (cur < max)
+ {
+ DEPTH targetlevel = r_ptr->level;
+ int inc = 0;
+
+
+ /* Extra experience */
+ if ((cur / 100) < targetlevel)
+ {
+ if ((cur / 100 + 15) < targetlevel)
+ inc += 1 + (targetlevel - (cur / 100 + 15));
+ else
+ inc += 1;
+ }
+
+ p_ptr->skill_exp[GINOU_SHIELD] = MIN(max, cur + inc);
+ p_ptr->update |= (PU_BONUS);
+ }
+ }
+