heh, that's the problem, i'm not doing an operation that involves more than two variables. i'm not sure how the MWSE functions relate to this, but thanks for the info anyway, i'll figure it out eventually.
The function is run at load time and resolves all the constants/global variables in the script so that all mods are using the same set of objects. It's not like there aren't compiler bugs, though.
The way it was worded when I skimmed through the ini file last meant I thought it was a 10% chance of catching blight per blight storm? I'd also think that that would be easiest to code, but perhaps not the easiest to code perfectly.
(i.e. every time you enter a blight storm, or a blight storm starts, a random number between 0 and 1 is generated. If it falls under 0.1, you get blight).
You can't really trust wording or what MWSFD says, documentation is never kept updated or accurate. The only specification is the code itself. It seems to run a probability check every frame at 0.2*time in storm*disease chance, then if that passes it runs another test on time in storm which I don't get and if you don't have a blight disease already you get a random blight disease. I don't see how spells are added to the UI, there is a large amount of junk between the adding and the showing up for regular spells.
I wondered if there was ever released a pack that bundled all of the reflective armors that were made after MCP 1.4 came out...
Anyone want to make a list?