Difference between revisions of "Talk:GetRandomPercent"

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imported>JOG
(Clarification for first example.)
imported>JOG
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Here's the math behind the first example:
[[User:JOG|JOG]] 17:33, 29 July 2006 (EDT): Here's the math behind the first example:


  short dice
  short dice
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1 + int(0.06 * '''0''') = 1 + 0 = 1
1 + int(0.06 * '''0''') = 1 + 0 = '''1'''
1 + int(0.06 * '''99''') = 1 + int(5.94) ) 1 + 5 = 6
 
1 + int(0.06 * '''99''') = 1 + int(5.94) ) 1 + 5 = '''6'''

Revision as of 16:33, 29 July 2006

Is this similar to Morrowind's Random100 function, or can it be used in the same manner? The Imperial Dragon 12:58, 11 June 2006 (EDT)


Random100 (as one word) in Morrowind was a global that was set to 0-100 once per frame (in the script "Main")

set variable to GetRandomPercent 

in Oblivion is the same as

set variable to Random 100

in Morrowind and will return a new random number ranging from 0-99 whenever you call it.

--JOG 13:40, 11 June 2006 (EDT)

I see, thank you. The Imperial Dragon 13:44, 11 June 2006 (EDT)


JOG 17:33, 29 July 2006 (EDT): Here's the math behind the first example:

short dice
set dice to 1 + 0.06 * GetRandompercent  

=>

1 + int(0.06 * 0) = 1 + 0 = 1

1 + int(0.06 * 99) = 1 + int(5.94) ) 1 + 5 = 6