Including the plugin into your game, and selecting the "replace system random" tickbox will change all random based system expressions to use the AdvancedRandom's Psuedo random number enerator (PRNG) instead of the browser's PRNG. The advantage to this being that the browser doesn't not offer a way to read/modify the seed of it's PRNG, but AdvancedRandom does. Knowing the seed allows use to produce a repeatable sequence of seemingly random values, useful if players want to share this seed with others to get the same results. Or if you want to cherry pick one or more sequences that suits your game ( a common way of improving the quality of procedural generation ).
If the "seed" property of the plugin is left blank, which it is by default, then it will use the browser PRNG to create a 10 letter seed and initialise itself. You can modify the seed at runtime using the "Set seed" action which accepts a string of any length. The "Seed" expression will return the current seed and the "RandomSeed" expression will return a new 10 letter seed generated using the browser PRNG.
If you want to you can call the "Set seed" action with the "CurrentSeed" expression to reset the random number sequence to it's beginning.
Thank you for these details but does it negatively influence performance if I generate a random seed at every tick? Is it better to generate a random site before each random function?
However, this is not clear to me. How can I create a random seed I can't find the function and "update seed" doesn't seem to accept "random". I didn't find "Set seed" function too...
The random function (not from your plugin) really doesn't seem to work well but I have same result actually with your plugin and a seed that I tested. It often returns 1 or 2 when I put random(1,2) when there are millions of possible combinations....