Difference between revisions of "Talk:GetRandomPercent"

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imported>JOG
imported>JOG
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1 + int(0.06 * '''0''') = 1 + 0 = '''1'''
int(1 + 0.06 * '''00''') = int(1 + 0.00) = int(1.00) = '''1'''


1 + int(0.06 * '''16''') = 1 + int(0.96) = 1 + 0 = '''1''' => Chance: 17%
int(1 + 0.06 * '''16''') = int(1 + 0.96) = int(1.96) = '''1''' => Chance: 17%


1 + int(0.06 * '''17''') = 1 + int(1.02) = 1 + 1 = '''2'''  
int(1 + 0.06 * '''17''') = int(1 + 1.02) = int(2.02) = '''2'''  


1 + int(0.06 * '''33''') = 1 + int(1.98) = 1 + 1 = '''2''' => Chance: 17%
int(1 + 0.06 * '''33''') = int(1 + 1.98) = int(2.98) = '''2''' => Chance: 17%


1 + int(0.06 * '''34''') = 1 + int(1.02) = 1 + 2 = '''3'''
int(1 + 0.06 * '''34''') = int(1 + 2.02) = int(3.02) = '''3'''


1 + int(0.06 * '''49''') = 1 + int(2.94) = 1 + 2 = '''3''' => Chance: 16%
int(1 + 0.06 * '''49''') = int(1 + 2.94) = int(3.94) = '''3''' => Chance: 16%


1 + int(0.06 * '''50''') = 1 + int(3.00) = 1 + 3 = '''4'''
int(1 + 0.06 * '''50''') = int(1 + 3.00) = int(4.00) = '''4'''


1 + int(0.06 * '''66''') = 1 + int(3.96) = 1 + 3 = '''4''' => Chance: 17%
int(1 + 0.06 * '''66''') = int(1 + 3.96) = int(4.96) = '''4''' => Chance: 17%


1 + int(0.06 * '''67''') = 1 + int(4.02) = 1 + 4 = '''5'''
int(1 + 0.06 * '''67''') = int(1 + 4.02) = int(5.02) = '''5'''


1 + int(0.06 * '''83''') = 1 + int(4.98) = 1 + 4 = '''5''' => Chance: 17%
int(1 + 0.06 * '''83''') = int(1 + 4.98) = int(5.98) = '''5''' => Chance: 17%


1 + int(0.06 * '''84''') = 1 + int(5.04) = 1 + 5 = '''6'''
int(1 + 0.06 * '''84''') = int(1 + 5.04) = int(6.04) = '''6'''


1 + int(0.06 * '''99''') = 1 + int(5.94) = 1 + 5 = '''6''' => Chance: 16%
int(1 + 0.06 * '''99''') = int(1 + 5.94) = int(6.94) = '''6''' => Chance: 16%

Revision as of 16:52, 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  


int(1 + 0.06 * 00) = int(1 + 0.00) = int(1.00) = 1

int(1 + 0.06 * 16) = int(1 + 0.96) = int(1.96) = 1 => Chance: 17%

int(1 + 0.06 * 17) = int(1 + 1.02) = int(2.02) = 2

int(1 + 0.06 * 33) = int(1 + 1.98) = int(2.98) = 2 => Chance: 17%

int(1 + 0.06 * 34) = int(1 + 2.02) = int(3.02) = 3

int(1 + 0.06 * 49) = int(1 + 2.94) = int(3.94) = 3 => Chance: 16%

int(1 + 0.06 * 50) = int(1 + 3.00) = int(4.00) = 4

int(1 + 0.06 * 66) = int(1 + 3.96) = int(4.96) = 4 => Chance: 17%

int(1 + 0.06 * 67) = int(1 + 4.02) = int(5.02) = 5

int(1 + 0.06 * 83) = int(1 + 4.98) = int(5.98) = 5 => Chance: 17%

int(1 + 0.06 * 84) = int(1 + 5.04) = int(6.04) = 6

int(1 + 0.06 * 99) = int(1 + 5.94) = int(6.94) = 6 => Chance: 16%