# # Description: adjusts probability # Called by: as:randomizer/head # Entity @s: temp armor stand # scoreboard players set #x_negative as_angle 0 scoreboard players set #y_negative as_angle 0 scoreboard players set #z_negative as_angle 0 scoreboard players set #random_type as_angle 0 execute if predicate as:random_chance_20 run scoreboard players set #random_type as_angle 1 execute if score #random_type as_angle matches 1 if predicate as:random_chance_40 run scoreboard players set #random_type as_angle 2 # negative modulo execute if score #random_type as_angle matches 0..1 if score #x_angle as_angle matches ..-1 run scoreboard players set #x_negative as_angle 1 execute if score #random_type as_angle matches 0..1 if score #y_angle as_angle matches ..-1 run scoreboard players set #y_negative as_angle 1 execute if score #random_type as_angle matches 0..1 if score #z_angle as_angle matches ..-1 run scoreboard players set #z_negative as_angle 1 execute if score #x_negative as_angle matches 1 run scoreboard players operation #x_angle as_angle *= #var-1 as_angle execute if score #y_negative as_angle matches 1 run scoreboard players operation #y_angle as_angle *= #var-1 as_angle execute if score #z_negative as_angle matches 1 run scoreboard players operation #z_angle as_angle *= #var-1 as_angle # small angle #random_type=0 execute if score #random_type as_angle matches 0 run scoreboard players operation #x_angle as_angle %= #var30000 as_angle execute if score #random_type as_angle matches 0 run scoreboard players operation #y_angle as_angle %= #var30000 as_angle execute if score #random_type as_angle matches 0 run scoreboard players operation #z_angle as_angle %= #var30000 as_angle # med angle #random_type=1 execute if score #random_type as_angle matches 1 run scoreboard players operation #x_angle as_angle %= #var60000 as_angle execute if score #random_type as_angle matches 1 run scoreboard players operation #y_angle as_angle %= #var60000 as_angle execute if score #random_type as_angle matches 1 run scoreboard players operation #z_angle as_angle %= #var60000 as_angle # extreme angle #random_type=2 (no modulo) # reversed negative execute if score #x_negative as_angle matches 1 run scoreboard players operation #x_angle as_angle *= #var-1 as_angle execute if score #y_negative as_angle matches 1 run scoreboard players operation #y_angle as_angle *= #var-1 as_angle execute if score #z_negative as_angle matches 1 run scoreboard players operation #z_angle as_angle *= #var-1 as_angle