So basically I have this code, where, when an enemy(aka Hurtables)dies(hp is below or equal 0), they drop an item, like, ammo for missiles, or hp. This event plays BEFORE the event where the enemy destroys itself.
Before, I had instance variables called Drop and DropRandom. Drop was either yes or no, and it basically said if the enemy dropped an item or not. DropRandom was a variable that, when the enemy dies, rolled a number from 0 to 5. If the number is 2, it spawned hp, and if it's 5, it spawned a missile pickup. Yes, it's dumb. But it worked.
What's not working is this. I replaced the Drop variable with a variable called DropProbability. If I wanted a Hurtable to not spawn anything, I would set the DropProbability to 0. And if I wanted a Hurtable to always spawn something, I would set the probability to 100 or 99. And that worked.
However, 98 is a different story. It's a number that is very close to 100, yet, when enemies die with DropProb set to 98, they only spawn anything half the time, and I checked that multiple times. And when I actually set DropProb to 50, IT DOESN'T SPAWN *ANYTHING*. Here's the main event:
[attachment=0:ynnarnoi][/attachment:ynnarnoi]
There's also only 1 event for each pickup when it is destroyed, that is, when it's picked up. That busts my theory that pickups instantly self-destroy when they spawn for no reason. :/