Continuing my quest to the "perfect multiplayer dialog", I have a new question about RandomNum.

This function give a Random number between 0 and Range, and test if value match.

What I would like to know, is about multiple calls :

`IF RandomNum(9,0) THEN 0 END`

IF RandomNum(9,1) THEN 1 END

IF RandomNum(9,2) THEN 2 END

IF RandomNum(9,3) THEN 3 END

IF True() THEN 4 END

As a C programmer, I would say that RandomNum will be reevaluated each time, so considering each time we have 10 possible choices and only one that good :

We have 0.1 chances to go in the first statement (0)

We have 0.9*0.1 chances to go the second statement (1)

We have 0.9*0.9*0.1 chances to go the third statement (2)

We have 0.9*0.9*0.9*0.1 chances to go the fourth statement (3)

And 0.9*0.9*0.9*0.9 chances for the True statement

The chances are 10% / 9% / 8.1% / 7.29% / 65,61% (if I'm not wrong with my maths;))

As you can see it there are a big chance for the True statement to be choosen (I assume that I added a fifth statement I would have been around 55%)

That is only if RandomNum pick up a random Int each time it is called.

Now I would like to know : How to have an equal probability for the four statement (ie: 10% each) without doing maths ? (ie: I use a trick)

For the moment, my dialog plus the condition i used always resume in the default choice, and that is particuliary ... annoying.

[edit] If I read

http://www.gibberlings3.net/iesdp/scripting/bg2triggers.htm I see that RandomNum give a number between 1 and Range, and 0 and Range in the Scripting Quick Ref (in script compiler of nwn) ... ?