im assuming you mean the two probabilities? from what I seen, most items just use the first one to do their probabilities, but I've seen an item use both of them before, and I believe the first one was 40 and the second one was 61 or something like that
so I do believe it does have some effect, but from what I found, just using the first one is good enough for me
that would be something you would have to test out
Probability range is min. value and max. value inclusive, so 0 - 0 means that it's triggered when the game rolls a 0, and 0 - 1 is triggered when the game rolls a 0 or 1.
I don't know if i should create a separate topic about this, but since it's related i might aswell try.
I've been trying to trigger different effects through EEKeeper with varying degrees of probabilities, but no matter the numbers i put in, the effects ALWAYS triggers 100% of the time.
Is there a specific resource to add so the engine is able to take the probability into account ?
Probabilities do not quite function when adding effects directly to the .cre format (which I am assuming you are doing in EEKeeper). You need a spell or item to roll probabilities.
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so I do believe it does have some effect, but from what I found, just using the first one is good enough for me
that would be something you would have to test out
0
0
Then it's obviously useless, but for
1
0
I'd like to know if I get two percentile points or just one.
I've been trying to trigger different effects through EEKeeper with varying degrees of probabilities, but no matter the numbers i put in, the effects ALWAYS triggers 100% of the time.
Is there a specific resource to add so the engine is able to take the probability into account ?