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Turtle Necks or Sweater Vests? |
Turtle Neck |
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6% |
[ 1 ] |
Sweater Vest |
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33% |
[ 5 ] |
17.5 divided by 2 |
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60% |
[ 9 ] |
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Total Votes : 15 |
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Posted: Sun Sep 20, 2009 6:36 pm
Ginji of Thunder Good enough for me =D So...to have multiple RND tests, 1 for each place (acc test, crit test, effect test), or to just have 1 and have it reload. Accuracy, number of hits, critical, [85..100], side effect, ability effect. Did I miss any? Edit: Facepalm @ Sammy. Tyranitar is a Rock-type. Both Mega Punch and Return are Normal-type. Oh well. neutral
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Posted: Sun Sep 20, 2009 6:38 pm
Thard_Verad Ginji of Thunder Good enough for me =D So...to have multiple RND tests, 1 for each place (acc test, crit test, effect test), or to just have 1 and have it reload. Accuracy, number of hits, critical, [85..100], side effect, ability effect. Did I miss any? What abilities use RNG? O_O And I forgot the ect. to that last statement.
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Posted: Sun Sep 20, 2009 6:41 pm
Ginji of Thunder Thard_Verad Ginji of Thunder Good enough for me =D So...to have multiple RND tests, 1 for each place (acc test, crit test, effect test), or to just have 1 and have it reload. Accuracy, number of hits, critical, [85..100], side effect, ability effect. Did I miss any? What abilities use RNG? O_O And I forgot the ect. to that last statement. Static, Flame Body, Cute Charm, Effect Spore, Poison Point, etc. They have a certain percent chance to inflict their condition(s).
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Posted: Sun Sep 20, 2009 6:42 pm
Oright. -duh-
That's weird. I don't have the %s for those in the Abilitydex in the Excel workbook.
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Posted: Sun Sep 20, 2009 6:44 pm
Ginji of Thunder Oright. -duh- That's weird. I don't have the %s for those in the Abilitydex in the Excel workbook. 30% except for Effect Spore. I think that one's only 10%. Hopefully it's not 10% for each possible effect!
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Posted: Sun Sep 20, 2009 6:52 pm
G'Night Everyone! biggrin
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Posted: Sun Sep 20, 2009 6:55 pm
Bye bye. ^^
*Sits idly in a corner carving George Clooney's face into a bar of soap*
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Posted: Sun Sep 20, 2009 6:55 pm
Alright. I think i got all the RNG.
How does the damage randomizer calculate? Does it do any number to the .01 between or equal to .85 to 1.00?
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Posted: Sun Sep 20, 2009 7:00 pm
From what I can tell based on the posted formula, it does a random number from 85-100, then divides by 100. So essentially yes, anything from 0.85 to 1.00, to the hundredth.
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Posted: Sun Sep 20, 2009 7:05 pm
Alright. So integer then divided by 100.
Cool.
Alright, I have now run into a design flaw. The RNG is interfering with where the move notes go...
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Posted: Sun Sep 20, 2009 7:07 pm
You work on that, I'm gonna go get food. Bye!
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Posted: Sun Sep 20, 2009 7:18 pm
Kay. Sending you BBB(3.4)
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Posted: Sun Sep 20, 2009 9:46 pm
Hey Ginji, I posted a revision of the post in the thread awhile ago, never had a chance to tell yah.
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Posted: Sun Sep 20, 2009 9:50 pm
Trinity_Eclipse Hey Ginji, I posted a revision of the post in the thread awhile ago, never had a chance to tell yah. Saw, no time.
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Posted: Sun Sep 20, 2009 9:56 pm
haha, I understand, just wanted to make sure 3nodding
yawnnnnns. I'm off for the night. night.
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