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Thread: Way to reseed the .exe's randomizer during runtime?

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    Way to reseed the .exe's randomizer during runtime?

    Hey guys, I don't know if you've ever noticed but many times when you have a game with randomization to it you'll notice a pattern where MMF will pick a lot of the same choices out of many. I believe this can be solved by changing the reseed randomizer thing in the app's properties (I don't have it in front of me right now but there's an option in there somewhere).

    I also think this can also only be changed during design time and not run time.

    Any ideas?

    Thank you!

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    Using a random seed ensures that the exact same sequence of "random" numbers will be generated every time, so it's probably not what you're looking for.

    To answer your question though, yes, you can change the seed at runtime. Unfortunately, the built-in random number generator is simply not very random, which is why a lot of people use other extensions instead.
    Another annoying issue is that if you start using a seed, it's impossible to stop - you would think that you could set the seed to "-1" (the default setting in the frame properties editor), but that doesn't actually work.

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    Aw crap, that sucks.

    Is there a randomizer extention I could use to maybe choose the maps for the game at the very least? I think this would be the most noticeable thing.
    It's for my update to Equin The Lantern, MM. You had a lot to do with that one with your awesome excel array thing!

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    I believe the "MT Random" (Mersenne Twister) extension would do the job, but there may be others as well.
    Ah, you're updating E:TL - that was a fun little game!

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    Clicker Fusion 2.5 DeveloperHTML5 Export ModuleiOS Export ModuleUnicode Add-onInstall Creator Pro
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    It would be useful if clickteam added something like SRandom(seed, x) to CF2.5 or just seed Random() using the time by default.

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    Quote Originally Posted by MuddyMole View Post
    I believe the "MT Random" (Mersenne Twister) extension would do the job, but there may be others as well.
    Ah, you're updating E:TL - that was a fun little game!
    You bet!

    Aside from what you might expect (new content and etc, which there is) I've made a lot of really important fundamental changes I know you'll approve of:

    Gamepad support
    The option to save / quit and continue where you left off next time but still have permadeath.
    The whole warrior 2 handed weapon code has been redone so it'll now auto remove a 1 handed weapon and shield and the other way around.
    A "Wait" command!

    I think the wait feature was something you specifically asked for, and now you'll get it... 4 years after the fact! lol
    Going back into this thing it's great because I now know how to do these all of these things even though it was hard to get past my convoluted way of doing things back then.

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    Those sound like good improvements
    I think a "wait" command is pretty much essential in a roguelike, really.
    I'm curious about how the saving is going to work too - it's notoriously difficult to combine permadeath and saved games, without making it possible for players to cheat (eg. by making backups of saved game files).

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    Well there's always that possibility but here's what I have so far:

    The 'back' option of the main menu is now 'quit', and quitting auto saves all your stats, gear, and a copy of the floor's array you were on. Upon loading the game up next time it detects if you have a save file and loads it back to where you left off - and then deletes both the save and the array.

    I'm hoping people will not want to cheat (yeah right) or will be too lazy to go searching for their Steam games as they stick them in remote locations on my computer at least haha.

    What a huge difference being able to save at all is. Nobody is going to want to play anything 2 or 3 hours straight anymore I think.

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