As you may be able to tell by the title of the topic, I want to make a ‘reroll’ function which returns a table value. This I can do, however, I want to be able to tweak the chances of returning certain items and just don’t know where to start. Any suggestions would be much appreciated!

so you want to shuffle a table but there is a chance some values won’t be there?

i want to choose a single value from a table but there’s a lower chance some will be chosen than others, it’s how i’m trying to incorporate item rarity into my game

```
local ItemTable = {
["Item1"] = 5,
["Item2"] = 10,
["Item3"] = 15,
["Item4"] = 20
}
function GetItemFromTable(Table)
local TableTotal = 0
for i, v in pairs(Table) do
TableTotal += v
end
local Number = Random.new():NextNumber(1, TableTotal)
local Current = 0
for i, v in pairs(Table) do
Current += v
if Number <= Current then
return i
end
end
return nil
end
GetItemFromTable(ItemTable)
```

you should at least try to write it out instead of a screenshot, also this one doesn’t need the numbers to add to 100 for it to work, the total of the numbers in the table can be anything

```
local MyTable = {
['Item1'] = 25; --The item name, followed by the chance of getting it.
['Item2'] = 25;
['Item3'] = 25;
['Item4'] = 25;
}
local function PickRandom(Table)
local TableTotal = 0
for i, v in pairs(table) do TableTotal += v end
local RandomNumber = math.random(1,TableTotal)
all of the table values added.
local Current = 0
for i, v in pairs(Table) do
Current += v
if RandomNumber <= Current then
return i --Returns the random item that was selected
end
end
return "Unable to find item."
end
PickRandom(PickRandom(MyTable))
```

Yeah, they’re pretty similar, I just used 100 instead of table total - I guess I thought it would be easier for it to be out of 100 so that it could be a percentage.

Also, I didn’t know about the text formatting, thank you for letting me know.

your welcome, also yea the 100 total is probably easier to deal with, maybe if you have a lot of items then 1000