Okay, I've been all over this thread and it seems like the place to post this.
I've got a question about the random integer generator, but I need it to be reusable, and creating new generators doesn't seem to be too efficient in this regard. Basically it's going to be used for meeting random people while out exploring.
I have this set up in my script file:
Code: Select all
label start:
(flags and stuff)
$ go_diceroll = renpy.random.randint(1, 8)
I've set up the first call like so in a seperate script:
Code: Select all
label explore:
if go_diceroll = (value):
show (person)
elif (blah blah blah)
And it basically stacks like that.
As you can imagine setting up another generator for every single one of these will not only be cumbersome, but very time consuming and horribly inefficient. Is there any way to cause my dice to "forget" its original result and roll another one once I need it to?
I did read Showsni's choice system, but doesn't seem to be the way I want to take this.
One last thing.
Depending on how the player interacts with certain NPCs I'd like the dice weighted in favour of that NPC, or less likely to meet as the case may be. This makes it sound like a Dating Sim, but it's not.
Any help is greatly appreciated.
EDIT: I've looked again and it seems kind of handy. But I'd still like an easy to use weighting system.