# RMMZDoubleX RMMZ Enhanced Codebase

#### DoubleX

##### Just a nameless weakling
Code:
`````` * @param rngPartNum
* @desc Sets the number of parts altering Math.random randomness
* It makes Math.random gives more evenly distributed numbers
* @default 10``````
Code:
`````` *    # Additional plugin parameter explanations
*      1. rngPartNum
*         Math.random will be run under each of equal-sized partitions
*         The number of those partitions is rngPartNum
*         No partition will be run under twice before they've all been run
*         under
*         rngPartNum shouldn't be too large nor too small to maximize the
*         chance for the RNG generated by Math.random() to be more evenly
*         distributed(For instance, 10 is a good value for rngPartNum)
*         Larger rngPartNum means more time and memory needed to run it
*         E.g.:
*         - With rngPartNum being 10, the random numbers will be divided into
*           the below 10 partitions:
*           i. - [0, 0.1)
*           ii. - [0.1, 0.2)
*           iii. - [0.2, 0.3)
*           iv. - [0.3, 0.4)
*           v. - [0.4, 0.5)
*           vi. - [0.5, 0.6)
*           vii. - [0.6, 0.7)
*           viii. - [0.7, 0.8)
*           ix. - [0.8, 0.9)
*           x. - [0.9, 1)
*           Then every 10 consecutive Math.random() call will always results
*           in random numbers in different partitions, until all partitions
*           are used, then all those partitions will be reset and can be used
*           again
*           For instance, the consecutive call results of Math.random with
*           rngPartNum being 10, can be something like this:
*           i. - 0.5583369022811258 // 6 - [0.5, 0.6)
*           ii. - 0.8856774551202906 // 9 - [0.8, 0.9)
*           iii. - 0.7053351634934172 // 8 - [0.7, 0.8)
*           iv. - 0.2910141721648054 // 3 - [0.2, 0.3)
*           v. - 0.46443921703774416 // 5 - [0.4, 0.5)
*           vi. - 0.34247765359444715 // 4 - [0.3, 0.4)
*           vii. - 0.9611230852360236 // 10 - [0.9, 1)
*           viii. 0.170055669517572 // 2 - [0.1, 0.2)
*           ix. - 0.6280946076323228 // 7 - [0.6, 0.7)
*           x. - 0.09900382018076581 // 1 - [0, 0.1)
*           (Now all the 10 partitions are used after the 1st 10 consecutive
*           Math.random() call and thus reset to be able to be "used" again)
*           xi. - 0.49970969353564276 // 5 - [0.4, 0.5)
*           xii. - 0.19670031315146652 // 2 - [0.1, 0.2)
*           xiii. - 0.6183234115814623 // 7 - [0.6, 0.7)
*           xiv. - 0.9592661473226407 // 10 - [0.9, 1)
*           xv. - 0.837747307203645 // 9 - [0.8, 0.9)
*           xvi. - 0.06670947818157003 // 1 - [0, 0.1)
*           xvii. - 0.20614586616388186 // 3 - [0.2, 0.3)
*           xviii. - 0.38808043042462215 // 4 - [0.3, 0.4)
*           xix. - 0.7973840400497697 // 8 - [0.7, 0.8)
*           xx. - 0.5467456358572309 // 6 - [0.5, 0.6)``````

#### DoubleX

##### Just a nameless weakling
Fixed a game crashing bug when using the Control Variables event command

#### DoubleX

##### Just a nameless weakling
You no longer have to edit the value of DoubleX_RMMZ.Enhanced_Codebase.PLUGIN_NAME when changing this plugin file name

#### DoubleX

##### Just a nameless weakling
Fixed some manifestations of the following bug:
Code:
`````` *      5. The active TPBS will have an extremely rare chance to crash the
*         game when trying to select the inputting actor, the inputting
*         actions, or its targets

#### DoubleX

##### Just a nameless weakling
Makes Sprite_Gauge better at adding bar types/editing their behaviors

#### DoubleX

##### Just a nameless weakling
Fixed the event suffix not working for all plugins with such notetags bug

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