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- double sumoRng = cM_rnd(); //Returns RNG value between 0 and 1
- double finalRng = sumoRng * 100; //Transforms RNG to be between 0 and 100 (maybe only until 99.99, otherwise 100 would trigger the same attack again as the last chosen attack)
- double checkRNG1 = ??; //f3
- double checkRNG2 = ??; //f2
- double checkRNG3 = ??; //f1
- if (finalRng >= 0.00000000 && finalRng < checkRNG1) {
- doSideStep();
- }
- else if (finalRng >= checkRNG1 && finalRng < checkRNG2) {
- doSlap();
- }
- else if (finalRng >= checkRNG2 && finalRng < checkRNG3) {
- doGrab();
- }
- else if (finalRng >= checkRNG3 && finalRng < 100.00000000) {
- doNothing();
- }
- Bo Phase 1:
- checkRNG1 = 20
- checkRNG2 = 50
- checkRNG3 = 70
- 20% = Side Step
- 30% = Slap
- 20% = Grab
- 30% = Nothing
- Bo Phase 2:
- checkRNG1 = 25
- checkRNG2 = 75
- checkRNG3 = 100
- 25% = Side Step
- 50% = Slap
- 25% = Grab
- 0% = Nothing
- Goron Bo:
- checkRNG1 = 20
- checkRNG2 = 40
- checkRNG3 = 100
- 20% = Side Step
- 20% = Slap
- 60% = Grab
- 0% = Nothing
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