As some of you may know, there have been a lot of “rarity” games popping up lately (i.e. the games in the attached picture). I’ve been curious on how they have been scripted.

Using a regular weighted luck system does not seem to be a possibility, because Lua can only store such small/big quantities.

The only solution I see is to have a range of rarities that a player can get, and then “sliding” that range to higher rarities based on a player’s luck value.

Let me know your thoughts/ways to go about making one of these rarity/luck systems!

If you’ve ever played one of those games, you’ll realize that there are rarities that are incredibly hard to get (i.e. 1 in 3 tsTG, or 1 in 3e102 chance).

Obviously Lua can only handle such big numbers, and I see some workarounds but I’m sure there’s a simpler solution.

I feel like it’s likely to be something similar to what you said. I doubt probabilities like 1 in 1x10^100 or whatever are ever actually calculated. The luck level is probably just a value added onto probabilities. For example:

I have luck level of 1, and the probability of me going from stage 1 to stage 2 is 1/2.

When I reach luck level of 100, the probability of going from stage 1 to 2 is just 0, and I can instantly roll to a higher stage such as 100 where the probability of me going from stage 100 to stage 101 is 1/2