@Bosola:

Yes, removing pieces of it like that will increase the chances of the final attack being executed. It's using fuzzy/implicit logic to always do SOMETHING. Secondadvent's code works, but that last check is superfluous, albeit direct/explicit logic. If you change the first 60 10 to something else, then it keeps the probabilities equal. If you get rid of seven of those blocks, subtract 7 from that number (in hex, of course) and everything will then be a 1/9 chance, rather than 8 1/16 chance attacks and one 1/2 chance attack. If that's what you want then great! You could even extend this to allow for all 32 attacks an enemy can have.

You can also play around with probabilities too. If you want three attacks to have a 1/16 chance each and four attacks to have a 1/8 chance each then one that catches the rest you can do this:

(pseudocode)

If (Random MOD 0)

{

Perform(Attackthefirst, EnemyAttack)

}

ElseIf (Random MOD 1)

{

Perform(Attackthesecond, EnemyAttack)

}

ElseIf (Random MOD 2)

{

Perform(Attackthethird, EnemyAttack)

}

ElseIf ((Random MOD 3) or (Random MOD 4))

{

Perform(Attackthefourth, EnemyAttack)

}

ElseIf ((Random MOD 5) or (Random MOD 6))

{

Perform(Attackthefifth, EnemyAttack)

}

ElseIf ((Random MOD 7) or (Random MOD

)

{

Perform(Attackthesixth, EnemyAttack)

}

ElseIf ((Random MOD 9) or (Random MOD 10))

{

Perform(Attacktheseventh, EnemyAttack)

}

Else

{

Perform(FinalAttack, EnemyAttack)

}

Pop (Random)

END SCRIPT

I leave you to figure out the exact logic, but you can achieve this with that template if you know what to delete. Keep in mind, if you change the template, you'll have to watch your jumps. This is also the same Random number each time if you use the 71 jumps instead of the 70 jumps.