Help with egg module scripts

Currently i am using separate modules for every single egg in my game which could get unorganized and messy and want to find another way to maybe put it all into one script and maybe clean it up a bit

My code for each module:


math.randomseed(tick())
local petModule = {}
petModule.pets = {
	
	["Secret3"] = {
		"Neon Unicore"
	};
	
	["Secret2"] = {
		"Ultimate Frog"
	};
	
	["Secret1"] = {
		"Party Bell"
	};
	
	["Legendary3"] = {
		"Sweet Dragon"
	};
	
	["Legendary2"] = {
		"Chocolate Cake"
	};
	
	["Legendary1"] = {
		"PiƱata"
	};
	
	["Epic1"] = {
		"Party Bear"
	};
	
	["Rare1"] = {
		"Neon Bunny"
	};
	
	["Uncommon1"] = {
		"Party Cat"
	};
	
	["Common1"] = {
		"Neon Doggy"
	};
}

petModule.rarities = {
	
	["Secret3"] = 1;

	["Secret2"] = 3;

	["Secret1"] = 10;

	["Legendary3"] = 100;

	["Legendary2"] = 500;

	["Legendary1"] = 2500;

	["Epic1"] = 50000;

	["Rare1"] = 300000;

	["Uncommon1"] = 1646886;

	["Common1"] = 3000000;
}

petModule.choosePet = function(player)
	local luck = 1
	
	
	local randomNumber = math.random(1, 5000000)
	if randomNumber <= 1 * luck then
		local rarity = "Secret"
		local rarityTab = petModule.pets["Secret3"]
		local chosenPet = rarityTab[1]

		return chosenPet, rarity
	elseif randomNumber <= 3 * luck then
		local rarity = "Secret"
		local rarityTab = petModule.pets["Secret2"]
		local chosenPet = rarityTab[1]

		return chosenPet, rarity
	elseif randomNumber <= 10 * luck then
		local rarity = "Secret"
		local rarityTab = petModule.pets["Secret1"]
		local chosenPet = rarityTab[1]

		return chosenPet, rarity
	elseif randomNumber <= 100 * luck then
		local rarity = "Legendary"
		local rarityTab = petModule.pets["Legendary3"]
		local chosenPet = rarityTab[1]

		return chosenPet, rarity
	elseif randomNumber <= 500 * luck then
		local rarity = "Legendary"
		local rarityTab = petModule.pets["Legendary2"]
		local chosenPet = rarityTab[1]

		return chosenPet, rarity
	elseif randomNumber <= 2500 * luck then
		local rarity = "Legendary"
		local rarityTab = petModule.pets["Legendary1"]
		local chosenPet = rarityTab[1]

		return chosenPet, rarity
	elseif randomNumber <= 50000 * luck then
		local rarity = "Epic"
		local rarityTab = petModule.pets["Epic1"]
		local chosenPet = rarityTab[1]

		return chosenPet, rarity
	elseif randomNumber <= 300000 * luck then
		local rarity = "Rare"
		local rarityTab = petModule.pets["Rare1"]
		local chosenPet = rarityTab[1]

		return chosenPet, rarity
	elseif randomNumber <= 1646886 * luck then
		local rarity = "Uncommon"
		local rarityTab = petModule.pets["Uncommon1"]
		local chosenPet = rarityTab[1]

		return chosenPet, rarity
	elseif randomNumber > 1646886 * luck then
		local rarity = "Common"
		local rarityTab = petModule.pets["Common1"]
		local chosenPet = rarityTab[1]

		return chosenPet, rarity
	end
end

return petModule