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Table: Percentile Dice [@result=Tens][@result2=Ones]% [when] Tens=10 [do] Ones=0 [end] Table: Tens Roll: 1d20 1-2:1 3-4:2 5-6:3 7-8:4 9-10:5 11-12:6 13-14:7 15-16:8 17-18:9 19-20:10 Table: Ones Roll: 1d20 1-2:1 3-4:2 5-6:3 7-8:4 9-10:5 11-12:6 13-14:7 15-16:8 17-18:9 19-20:0
[when] Tens=10 [do] Ones=0 [else] [@result=Tens][@result2=Ones]% [end]Now I am back to getting results of 100-109%. Can someone take off my stupid stamp? :? I am just not seeing the problem well enough to fix it.
Comments
Works just fine.
Define: percent={1d10-1}{1d10-1}
[when] percent==00 [do] percent==100
or something like that
Realized this a bit ago, but haven't had time to post it:
percent ={!{1d10-1}*10+{1d10-1}+1}
What I've done is shift the range from 0-99 to 1-100
Of course, a good question is, How does IP handle large randoms? If they already break it down in the code, then this is pointless.