Based on some comments it appears as though I did not implement (or at least test) the randomization mechanics for a column of player responses. See PrePlayerConditions and ParseRandomConditions. You might as well check up on the NPC randomization while you're at it...
The intended rules around this:
No rules other than percentages must be within [0, 100]
Essentially, since we are not deciding between 1 node like we do with NPC nodes, we "roll the die" for each node
Note: this means that if all the player nodes have a probability associated with them, there is a chance that no player response will appear
If you really want 1 player node to show up, but at a probability, you have to copy the NPC parent node and put the randomization on that node
In case you are wondering, there is still a pretty easy way to make this into a traditional RPG dice rolling thing, but requires a separate randomization timer (and separate custom actions), which I think makes sense.
Based on some comments it appears as though I did not implement (or at least test) the randomization mechanics for a column of player responses. See
PrePlayerConditions
andParseRandomConditions
. You might as well check up on the NPC randomization while you're at it... The intended rules around this:In case you are wondering, there is still a pretty easy way to make this into a traditional RPG dice rolling thing, but requires a separate randomization timer (and separate custom actions), which I think makes sense.