 # Weighted Chance System

## This tutorial requires a good understanding of Lua!

Hello! Today I will teach you how to make a Weighted Chance System. To those that do not know, this is a system that will do something based on chance. For this tutorial, I will be using a prize system.

1. You want to start by having a table of prizes and the chances of getting them ranging from 0-1. 2. Next, you want a Variable called Weight to hold a value of 0. 3. Now, you want to iterate through the PrizeTable and add the chances to the Weight variable. Times it by 10 because next, we are going to get a random number from our Weight.

4. Now you have a Weight with all the chances added. Use math.random to get a random number from Weight. Since math.random will not return a value from 0.1-1.8, we had to times it by 10. 5. Now reset your Weight to 0 and repeat step 3, except now we want to check if it matches our random number. Basically, a higher Chance, the more likely math.random will generate it. There you have it, an easy Weighted Chance System! If you have any questions feel free to ask. 40 Likes

This is a great tutorial, although I already knew how to set it up, but here’s how I made mine:

``````-- Module script:
local Rarities = {
{"Item1", 0.00001}
{"Item2", 0.01}
{"Item3", 0.1}
};

return Rarities;

-- script:
local Rarities = require(--[[Module script]])

local function GetItem()
local RNG = Random.new(); -- You could use math.random, this is just what I chose.
local Counter = 0;
for i, v in pairs(Rarities) do
Counter += Rarities[i]
end
local Chosen = RNG:NextNumber(0, Counter);
for i, v in pairs(Rarities) do
Counter -= Rarities[i]
if Chosen > Counter then
return Rarities[i]
end
end
end)
``````
6 Likes

Haha! pretty much the same thing, it is a popular system after all.

2 Likes

It was pretty much the only way I could use anything below 1% when for a case opening system, it’s very good lol

1 Like

Yo check this out ``````
local Rarities = { -- ObjectName = frequency (frequency must be an integer)
Item1 = 1,
Item2 = 2,
Item3 = 100,
};

local RollTable = {}

for object_name, frequency in pairs(Rarities) do
for i = 1, frequency do
table.insert(RollTable, object_name)
end
end

local function Roll() --> ObjectName [string]
return RollTable[math.random(1, #RollTable)]
end
``````

Although it may look odd, it’s technically completely good and would be faster to write for non-changing rarity tables.

19 Likes
``````local function roll(t, _a, _b)
return
_a
and (_a > 0
and -math.random(_a)
or _a < 0
and (select(2, next(t, _b)) >= -_a
and next(t, _b)
or roll(t, _a + select(2, next(t, _b)), next(t, _b)))
or (next(t, _b)
and select(2, next(t, _b)) + roll(t, 0, next(t, _b))
or 0))
or roll(t, roll(t, roll(t, 0)))
end

print(roll({Common = 100, Rare = 10, Legendary = 1}))
``````
13 Likes
``````local function roll(t, _a, _b, _c)
return not t and (tonumber(_c) and _c>_b and _a or _c) or (not _c and _a and math.random(_a) or roll(nil, _b, _a, roll(t, _a and _a + _c or 0, next(t, _b))))
end

print(roll{Common = 100, Rare = 10, Legendary = 1})
``````
3 Likes

Nothing better than a module based off of the mechanic people hate most in video games: RNG.

What’s the most preferred method then?

There is no other preferred method, unfortunately.

Don’t worry I have you covered

``````___=next;____=math.random;_____=tonumber;___________=print
-- INLINE CACHINEG??? DOESNT EXIST!!!! OPTIOMIZE!@
function ______(_______,________,_________,__________)return(not(_______)and(_____(__________) and __________>_________ and ________ or __________)or(not(__________)and(________)and(____(________))or(______(nil,_________,________,______(_______,(________)and(________+__________)or(0),___(_______, _________))))))end
___________(______{Common=100,Rare=10,Legendary=1}) -- hhhh
-- AAAAAAAAAAAAA
-- :)
``````
5 Likes

Bro whot is that, I can’t understand a thing…

1 Like

In full seriousness, unlike my previous reply, there is a better way to do this.

Here is my version of it:

``````local Rarities = {
Common = 0, -- 60% chance
Rare = 0.6, -- 30% chance
Legendary = 0.9, -- 9% chance
Mythic = 0.99, -- 1% chance
}

local function PickRarity()
local Index = math.random()
local HighestRarity = "Common"

for RarityName, Value in pairs(Rarities) do
if Index >= Value and Value >= Rarities[HighestRarity] then
HighestRarity = RarityName
end
end

return HighestRarity
end

for i = 1,100 do
print(PickRarity())
end
``````

When using `math.random`, it will return any number between 0 and 1. The dictionary of rarities stores values that require `math.random` to be greater than or equal to the value in the dictionary. For example, if you want a rare item (from my example), then you would need the random value to be at least 0.6, but less than 0.9 (so that it’s still rare, and not legendary or mythic).

This simplifies rarities and easily allows for adjustments at any time.

@loleris Not sure if you use the initial method you posted long ago, but this may be a better alternative to prevent memory buildup.

3 Likes thanks I just made it a solution as a joke to anyone who understood

``````local function roll(t, _)
return
not _
and roll(t,{0,next(t)})
or _
and table.move({_[#_-2]+_[#_],next(t,_[#_-1])},1,3,#_+1,_)
and #_%3 == 0
and roll(t,_)
or _ == 0
and not table.move({math.random(_[#_])},1,1,1,_)
or table.move({},1,1,#_-#_%3+1,_)
and _[#_] >= _
and _[#_-1]
or table.move({_-_[#_]},1,1,1,_)
and not table.move({},1,3,#_-2,_)
end

print(roll({Common = 100, Rare = 10, Legendary = 1}))
``````
6 Likes

LOLERIS stop my brain hurts what does any of that even mean, like can someone please explain this lol

2 Likes