I can't wrap my head around how iRandom percentages work. It's probably easy, but my brain melts when I try to add it up correctly, so I guess I don't understand how it works. Anyway, I have 12 items that should be randomly distributed.
1 should be rather common, so perhaps 15%
7 are alike in values so perhaps 10% each
That leaves 15% for the remaining 4 items, that should be progressively more rare, so like: 1%, 3%, 4%, 7%.
Here's how it looks right now, but is it correct?:
set iRandom to Rand 1 101 if iRandom <= 15 rTarget.AddItem DNCDogtagsF 1 rTarget.EquipItem DNCDogtagsF elseif iRandom <= 25 rTarget.AddItem DNCIronF 1 rTarget.EquipItem DNCIronF if iRandom <=35 rTarget.AddItem DNCBrahminM 1 rTarget.EquipItem DNCBrahminM elseif iRandom <=45 rTarget.AddItem DNCDogtagsM 1 rTarget.EquipItem DNCDogTagsM elseif iRandom <=55 rTarget.AddItem DNCGearM 1 rTarget.EquipItem DNCGearM elseif iRandom <=65 rTarget.AddItem DNCKeyM 1 rTarget.EquipItem DNCKeyM elseif iRandom <=75 rTarget.AddItem DNCSkullM 1 rTarget.EquipItem DNCSkullM elseif iRandom <=85 rTarget.AddItem DNCCopperF 1 rTarget.EquipItem DNCCopperF elseif iRandom <=93 rTarget.AddItem DNCSilverF 1 rTarget.EquipItem DNCSilverF elseif iRandom <=96 rTarget.AddItem DNCGoldF 1 rTarget.EquipItem DNCGoldF elseif iRandom <=97 rTarget.AddItem DNCWhitePearlF 1 rTarget.EquipItem DNCWhitePearlF elseif iRandom <=100 rTarget.AddItem DNCBlackPearlF 1 rTarget.EquipItem DNCBlackPearlF