Hey, thanks for the reply.
The problem with the "random weighted int" action (unless I am missing something) is that you have to predetermine the number of variables it works with.
However since I am working with a very flexible number of possible events (+allow adding more events through modding) that could potentially get triggered, this doesn't really work for me. (could be 5, could be 50, could be 200+)
I don't want to put a hard limit on it, which would enable me to work with the random weighted int action. I currently use the workaround of assigning each event to a rarity group array according to its weight (which can change due to other variables) and then choosing first a rarity group with the random weighted int action and then a random event from said rarity group array.
As I mentioned in my first post I have no programming background and haven't been working with playmaker for too long yet, so maybe I'm just not thinking right here.^^