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Patch: Wilder Randomness
(01-20-2016, 05:11 PM)Catone Wrote: Last I heard on the Lenophis version, I think he said it turned out to be same level of random, just different random.
That is unless it was secretly updated and nobody found out.
From the way I under stand the description, this MAY have a similar result, however, the extra pseudo ramdom number in the equation should make it bounce around at better.
The last I tested anything toward random was on the auction house, and while the old random fix patch did play with my version better, in the end I have to think it really was just that it played better with the code, not that it was more random. Hrm, might be worth testing that, with this.
http://slickproductions.org/forum/index....8#msg20698
Yeah Lenophis's RNG patch that is available for download is a bit of a mystery as it seems he is not even sure how random it is. I'm still using it, and imo it seems random enough, but I'm not sure on a technical level, I just know damage and healing numbers fluctuate and nothing that should be random seems predictable. I'm looking forward to possibly updating to HatZen's, here, but would like to hear how it differs as well.
I'd also like to know what all uses randomness? I know of damage in battle, running away chance, encountering a random battle & the monster formation... but besides these obvious things is there anything else like outside of battle? The pseudo random event command also uses RNG randomness? I always assumed it was just a 50/50 thing. Same for item drops, I figured they just use a set % instead of a RNG...or is it that the actual % comes from the RNG?
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