Automating Swords & Souls Training — Part 3
In this article, we will finally put an end to the “Automating Swords & Souls” series (thank God!). We will continue from where we left off in the previous post and solve the last three mini-games, namely the Accuracy, Dodge, and Critical training, all in this one article. The reason for not separating the tutorial into further posts (e.g. one exclusively for Accuracy training, etc.) is the fact that these training are not vital (unlike the previously covered ones), hence not that important to automate. It is only because of the weird fusion of my masochist and perfectionist sides that I even bothered dealing with coding and fine-tuning (at least to a certain degree) these scripts. But hey, all is good when automating is considered, right?
Accuracy
By pumping stat points into Accuracy, you can increase your character’s ranged damage and his chance to perform ranged attacks (at the beginning of a given turn), hence increasing his overall damage output. But is it necessary to do so, when you can train your character (with the script provided in the previous article) to basically one-hit any enemy? Well, it ain’t, but I guess we can all agree that dealing 100k+ damage with your sword while tickling your enemy with a measly 100-ish bow damage is more than embarrassing. So let’s solve this dilemma!