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> Its easiest use would be in a scripted logic situation -- games where > the designer defines the options , but then gives the program some > ability to adapt their use. We'll be stuck with games like that for > quite some time yet.... i actually got the idea when looking at Baldur's Gate's AI where the script looks something like IF seeEnemy() THEN #75 castSpell(fireball) #25 castSpell(lightning) END IF which means 75% of the time cast fireball, 25% cast lightning. i like this approach much more than the enemy that always casts the exact same spell but it requires the designer to hard code these percentages, and that i didn't care for -b
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