Modding:Random Functions: Difference between revisions

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{{Modding Info}}{{As Of Patch| 2.0.182.1}}
{{Modding Info}}{{Modding Topic Prerequisites | Modding:C Sharp Scripting}}


If your mod has some element of randomness, you're gonna be looking for a function to call. However, calling the built in <code>Next()</code> function in the Random Class built into C# will net you some compilation errors. The best practice is to use the random functions inside <code>XRL/Rules/Stat.cs</code>. Below are the different random functions inside Caves of Qud and what they are used for.
If your mod has some element of randomness, you're gonna be looking for a function to call. However, calling the built in <code>Next()</code> function in the Random Class built into C# will net you some compilation errors. The best practice is to use the random functions inside <code>XRL/Rules/Stat.cs</code>. Below are the different random functions inside Caves of Qud and what they are used for.

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