Quote:
Originally Posted by realityincarnate
The get and set commands are already in (as of revision 604), and Shendare's code is exactly correct, but I can certainly add a command to just increase the AA points by a certain number.
There was already an object to reset AA's ($client->ResetAA(), removes all abilities and points), and I was unsure about putting in a refund command. The #refundAA gm command kicks the client when it's done, and the code has a note about the kick being necessary, so I was hesitant to put that functionality in a quest function. But again, if it's necessary I'll add it as well.
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yes that giving X number of AAs to a player is imperative. tehcnicly its no diffirent from "set aa". But to do set you must analyze what AAs player allready has, what are unspent so you don't run into situation when player has 10 spent AAs and 0 Saved AAs and you set his AA to like 5 - then game needs to soem how figure out that ist not supose to substract from aas allready spent but rather add to the unspent - so GIVE AAs esentily same thing.
As far as kick to reset- yes its a nessesary function - we allready have simular function like to chnage race, class and deity - the char HAS to be reset otherwise it won't work - so there is no evil about it =)
+ reset coudl be a valuable option to Admin when AA coding gets changed and player's AA get screwed up then reseting him and giving him a new pool of AAs becomes a valid option
And btw - ability to retrive total curent number of AAs player has spent and unspent separatly- for whatever reason quest may needed it.
So I am just trying to make sure that we have ALL posible function coded it at once
