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Old 11-22-2010, 03:01 PM
bad_captain
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Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
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Oh, they're in there, but all are hard coded. I.E. each place where an AA could be added, code is put in to do a level check to see if they are of the right level for the AA, and are automatically given the AA, mostly on the fly as in your example. I was just hoping to move most of these checks into one function, mostly for maintenance, and replacing code that looks like the first part, to using the GetAA which I think is cleaner.

In your example, the first GetLevel check would work, giving the Bot an increased chance to crit. The second does not work, as the GetAA() function does not work for Bots. It calls the Mob's GetAA, which returns 0 no matter what is passed in. The bot code is littered with both examples.

The biggest benefit besides maintenance, is the ability to have basically the exact code between clients and bots. In the client code, either it adds in aabonuses for stats or some other easy to calculate things like stat caps or melee mitigation or it checks for the AA with GetAA(). If these were implemented for Bots, it would allow the code to be ported over from clients and not need to add in a bunch of code for AAs. I think this will be pretty important with the number of AAs that will be added through SoD+. Plus, for custom servers, it would be easier to make changes for the AAs if there are custom ones.

Of course, I have always wanted AAs on Bots to function just like clients so that they gain AA points that have to be spent for the actual AA, but I'm sure most people wouldn't want to have to micromanage their bots like I would. While automatically gaining AAs based on level is a significant jump in power when a player gains a level, but the drawbacks to having bots instead of a real player is probably greater than that. That would be a significant undertaking that I doubt would be worth the time for anyone other than me.
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