So I want to make a rng game where there is a selection of items and when you click roll and the item gets sent to a inventory but the problem is idk how to make a rng or inventory can anyone help me out?
Is it like luck??? For the rng???
If yes,use a module script to start with
Local luck = 0
…
Also,use plugins to see,we love to copy other people codes
I’m very new to coding, but this is fairly simple
First, you should add the item to whenever you want to add it, ReplicatedStorage, for example
Then, make a list of the said items, for example
potato = 1
fries = 3
Then, do the following:
local chance = math.random(1, 500)
The 1 represents the starting number of your script, while the 500 represents the ending point, or the limit where you don’t want to go further
Then, do the following:
if change == potato then
game["Wherever your tool is"]["Tool Name"]:Clone().Parent = player.Backpack
And it should be done! Note that this is an example to give rewards such as models, that are visible to the player. If you want to give a custom title or something of the sort, you’d have to add a few extra lines to do so. But this should work as an example to make an idea on how to make a RNG game
Yeah thanks now i just need to make a backpack gui lol
The backpack is an inbuilt function of each player, the thing where your store your items and you can expand by pressing “º”
No like a backpack system where you can open it and click equip and so on
ahh I see, well, good luck with your game and I hope it helped!
This is how I did RNG for a Sol’s RNG System. You might be able to use it for your own item RNG (scripts below explanation):
How the function works is it selects a random number between 1 and the rarity, so if the rarity is 100 then it would pick a random number between 1 and 100. Then it divides that number by the player’s luck (defaults to 1). If the value is <= 1 then that stat gets selected. It does that for all the rarities in the ChancesModule and then out of all the stats that you got less than 1 for it will return the rarest one’s index in the ChancesModule. Also I used Random.new() over math.random because Random.new() can go to higher numbers than math.random.
local random = Random.new()
local ChancesModule = require(SharedModules.ChancesModule)
local function selectRandom(plr)
local lastIndex = 1
for index,value in ChancesModule do
if (random:NextInteger(1,value[2]) / plr.playerValues.Luck.Value) <= 1 and value[2] > ChancesModule[lastIndex][2] then
lastIndex = index
end
end
return lastIndex
end
ChancesModule looks like this (Index 2 is the rarity):
local Chances = {
{"Common", 2, Color3.fromRGB(202, 202, 202), "bad rarity"},
{"Uncommon", 4, Color3.fromRGB(132, 202, 116), "kinda bad"},
{"Rare", 10, Color3.fromRGB(61, 64, 255), "wow so rare"},
{"Epic", 25, Color3.fromRGB(141, 0, 202), "so epic"},
{"Legendary", 50, Color3.fromRGB(255, 213, 0), "legendary????"},
{"Mythical", 100, Color3.fromRGB(110,255,224),"no way its a mythical"},
}
return Chances
The highest number math.random can go to is 2147483647 and the lowest is -2147483647. For random.new I don’t know the highest number but I do know it can go a lot higher than 2147483647
I’ll just wanna tell you, that’s GENIOUS!!!1 I’ve been trying to find ways to make an RNG system like Sol’s but all I found was that weird weighted chance thingy that my brain couldn’t handle. Yours is much simpler and way easier to organize. THANK YOUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
Would be pretty funny to find out if there is a limit (Don’t get me wrong somebody probably already figured this out), but considering math.random() only takes up to 2^63-1 (in minus: -2^63-1), I don’t think it would go much higher than 10^93 (1 Trigintillion) / -10^93-1
There definitely is a limit, I just never did the testing to know how much the limit actually is. Haven’t seen anything on the devforum saying the limit either, but I do know that it is significantly higher than the limit on math.random (which is the 64 bit integer limit). How did you get the number 10^93 though?
No problem, if you have any more questions feel free to ask.
Thank you I can tweak this code to my liking very easily. Question for the scripts where to they go?
Just send me devforum messages if you have any questions, or dm x_dom.