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lDarkDemonl
Member Title : lDarkDemonl Posts : 4 Join date : 2014-04-10 Age : 33 Location : Brazil
| Subject: Random Damage by effect? Sat Apr 12, 2014 3:00 am | |
| Is this possible? I would like to make the following effect "Inflict random damage to your opponent (min. 100 and max. 8000)" |
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StormWing0
Member Title : Over Creative Card Ideas Posts : 451 Join date : 2013-07-14 Age : 32 Location : Tacoma, WA
| Subject: Re: Random Damage by effect? Sat Apr 12, 2014 4:01 am | |
| Outside the electronic versions of the game no, but inside them maybe. O_o |
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VB99
Member Title : Legendary Planet Posts : 368 Join date : 2013-11-10
| Subject: Re: Random Damage by effect? Sat Apr 12, 2014 2:26 pm | |
| Maybe you can use math.random(100,8000)or somthing like that. |
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lDarkDemonl
Member Title : lDarkDemonl Posts : 4 Join date : 2014-04-10 Age : 33 Location : Brazil
| Subject: Re: Random Damage by effect? Sat Apr 12, 2014 5:39 pm | |
| - VB99 wrote:
- Maybe you can use math.random(100,8000)or somthing like that.
It did not work, is inflicting 4552 damage |
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StormWing0
Member Title : Over Creative Card Ideas Posts : 451 Join date : 2013-07-14 Age : 32 Location : Tacoma, WA
| Subject: Re: Random Damage by effect? Sat Apr 12, 2014 7:27 pm | |
| - lDarkDemonl wrote:
- VB99 wrote:
- Maybe you can use math.random(100,8000)or somthing like that.
It did not work, is inflicting 4552 damage Is it consistently the same or not? If yes than the random generator isn't seeded in the right location. |
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lDarkDemonl
Member Title : lDarkDemonl Posts : 4 Join date : 2014-04-10 Age : 33 Location : Brazil
| Subject: Re: Random Damage by effect? Sat Apr 12, 2014 7:35 pm | |
| - StormWing0 wrote:
- lDarkDemonl wrote:
- VB99 wrote:
- Maybe you can use math.random(100,8000)or somthing like that.
It did not work, is inflicting 4552 damage Is it consistently the same or not? If yes than the random generator isn't seeded in the right location. Is it consistently the same I put this way local p=Duel.GetChainInfo(0,CHAININFO_TARGET_PLAYER) Duel.Damage (p,math.random(100,8000),REASON_EFFECT) |
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StormWing0
Member Title : Over Creative Card Ideas Posts : 451 Join date : 2013-07-14 Age : 32 Location : Tacoma, WA
| Subject: Re: Random Damage by effect? Sat Apr 12, 2014 7:40 pm | |
| hmm check the code for random dice rolls and coin tosses and see where that code does its random generation. Should be able to pull from the same location but with different numbers. |
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lDarkDemonl
Member Title : lDarkDemonl Posts : 4 Join date : 2014-04-10 Age : 33 Location : Brazil
| Subject: Re: Random Damage by effect? Sat Apr 12, 2014 7:57 pm | |
| - StormWing0 wrote:
- hmm check the code for random dice rolls and coin tosses and see where that code does its random generation. Should be able to pull from the same location but with different numbers.
Yes, i am using 4 dices. d1 and d2 will determine the amount of 100-800 d3 and d4 will determine multiple of 1-10 so if the value is 100 and multiple 1: dmg = 100 if the value is 800 and the multiple 10: dmg = 8000 Seems is working fine, i tested several times and i managed generate random damage between 600-5000+ But I wanted to make sure had no other way more specific. And it seems not have, thanks for the help ^ ^ |
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StormWing0
Member Title : Over Creative Card Ideas Posts : 451 Join date : 2013-07-14 Age : 32 Location : Tacoma, WA
| Subject: Re: Random Damage by effect? Sat Apr 12, 2014 8:12 pm | |
| Nice to know it works. What I meant though was to see where those two functions were pulling their random numbers from and to take advantage of that location since that's where the random numbers are likely seeded. Creative work around though. |
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