07-12-2004, 03:52 AM
That's right I'm an actual programmer! (I know Java, C++, and Visual Basic)Now, according to my experience with programming with "Randomizer Subroutines" (I can't believe I haven't thought of this earlier) the way a computer returns a random number, is indeed, based upon the computer's system time. (Bravo, beat time theorists)
What does this have to do with rares you ask? Well, most conventional randomizers use the system time by checking what it is, then looking at a chart, selects the corresponding pre-determined random number. With that in mind, many people have noticed that if you telepipe out of a level and then back in, the monsters are recreated, giving a chance for one of them to respawn as a rare monster. That means that when a monster is created the randomizer is executed. So, after a random number is selected, then the corresponding monster is spawned.
For example: (This isn't acutal data)
Time: beat 307.763
Random number output: 0.79284512
Cross-reference Section ID: REDRIA
Corresponding monster: Pal Rappy, drops RED HANDGUN
That seems to give more reason to the larger rappies (AKA Fatty Rappy), tending to drop better items than the normal ones, like Materials and more meseta.
Hope it helps in defining your own theories on rares!
Characters:
PSO Ep I & II - GCN
Matt - Blue HUmar - Redria - Lvl 200
Weapon of Choice: OROTIAGITO
Break - Purple FOmar (exactly like Break in Ep III) - Pinkal - Lvl 9
Weapon of Choice: Mind Rod +8
PSO Ep III - GCN
Matt - Blue HUmar - Redria - CLvOn 1 - CLvOff 18
PSO Ep I & II - GCN
Matt - Blue HUmar - Redria - Lvl 200
Weapon of Choice: OROTIAGITO
Break - Purple FOmar (exactly like Break in Ep III) - Pinkal - Lvl 9
Weapon of Choice: Mind Rod +8
PSO Ep III - GCN
Matt - Blue HUmar - Redria - CLvOn 1 - CLvOff 18


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