Nymra Posted March 28, 2021 Posted March 28, 2021 Hey, I want to add a Debug.Notification("your text here") for the outcome of the following Random Int: If Success || Utility.RandomInt(1,100) <= cfgqst.DefeatEscapeDiff Meaning I want to see in the upper left corner if the value was 1 or 10 or 83 but I did not find any clue on how to do that and no mod that I can copy from "You rolled a 23" thank you so much!
orgs1n Posted March 28, 2021 Posted March 28, 2021 2 minutes ago, Nymra said: Hey, I want to add a Debug.Notification("your text here") for the outcome of the following Random Int: If Success || Utility.RandomInt(1,100) <= cfgqst.DefeatEscapeDiff Meaning I want to see in the upper left corner if the value was 1 or 10 or 83 but I did not find any clue on how to do that and no mod that I can copy from "You rolled a 23" thank you so much! Like this, you mean? Int iRandom = Utility.RandomInt(1,100) Debug.Notification("You rolled a " + iRandom)
Nymra Posted March 28, 2021 Author Posted March 28, 2021 1 hour ago, orgs1n said: Like this, you mean? Int iRandom = Utility.RandomInt(1,100) Debug.Notification("You rolled a " + iRandom) hmm, this just returns "false". Guess the code is a bit too complex for me lol what I dont understand it why it only returns "false" even when I am successful (rolling low enough to escape). Ah damn. But well it seems to work like this, was just curious to see how the D100 throws its numbers. Bool Success = false Bool Free = false bool bLocked = false Bool iRandom If Success || Utility.RandomInt(1,100) <= cfgqst.DefeatEscapeDiff Debug.Notification("You rolled a " + iRandom) ;NYMRA DEBUG Debug.Notification("Your bindings finally feel loose... ") ;V02 move message up Success = true Free = true libs.SexLabMoan(player) Utility.Wait(2) libs.SexLabMoan(player) Utility.Wait(1) libs.SexLabMoan(player) Debug.Notification("You can easily remove them now... (press jump one last time)") else Debug.Notification("You try to loosen your bindings... ") Debug.Notification("You rolled a " + iRandom) ;NYMRA DEBUG Utility.Wait(2) Debug.Notification("The device punishes you... ") Int i = 2 while i i -= 1 player.DamageActorValue("Stamina", damage) Int j = 3 while j j -= 1 Utility.Wait(2) cfgqst.ShockSpell.RemoteCast(libs.PlayerRef, libs.PlayerRef, libs.PlayerRef) ;WORKING ONLY EFFECT cfgqst.SoundSpell.RemoteCast(libs.PlayerRef, libs.PlayerRef, libs.PlayerRef) ;test libs.SexLabMoan(player) MfgConsoleFunc.SetPhoneme(libs.PlayerRef, 1, 100) endwhile endwhile Debug.Notification("Your bindings are too strong, try again... ") endif bLocked = false EndEvent
orgs1n Posted March 28, 2021 Posted March 28, 2021 17 minutes ago, Nymra said: hmm, this just returns "false". Guess the code is a bit too complex for me lol what I dont understand it why it only returns "false" even when I am successful (rolling low enough to escape). Ah damn. But well it seems to work like this, was just curious to see how the D100 throws its numbers. Bool iRandom means you declare a variable of the type "boolean", so it can contain only True or False. My example had it as int iRandom, meaning a variable of the type "integer", which can contain any integer value. Moreover, your code doesn't assign any value to the iRandom variable. It just declares it, and prints it. So you would indeed see "False", because that's the default value of a boolean variable. (Meaning the value it gets after it's declared and before it is assigned a value.) You should do something like this: int iRandom = Utility.RandomInt(1,100) If iRandom <= cfgqst.DefeatEscapeDiff Debug.Notification("You rolled a " + iRandom) The first line declares a variable named "iRandom" of type integer, and rolls a random value, and assigns it to the variable. The second line checks if the random value is lower than some difficulty threshold. The third line prints the random value in a notification.
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