Increasing luck? (Making Sol's RNG part 4)

You still would need tons of block code

I mean, i would assume so. This is just a concept. I may not even add it.

anything i can help with?

nothing in particular, as long as it concerns the question its fine

not sure I can help right now either

I’m starting to get confused, what was my code missing again, I could try to fix it, also another way would be to multiply the number by the max amount, that would define it and save a LOT of code, then you could, if that doesn’t work, make it so it makes that number a variable, then that variable is the second box, this is probably a run on sentence, sorry.

well what is done so far? im learning to sue blocks and i see that you are using them.

Look, ABCD’s cooking something up rn, so I’ll leave this open for now.

In game? Kinda nothing. I’m building the RNG right now. All I have is the main land and the roll system.

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Its pretty simple actually! Can’t give an answer now because I’m about to take notes but can answer later if no one gives you a sol. by then!

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Sure! I’m leaving this open right now anyway.

I’m still confused on why my original idea would not work…

I haven’t said anything about yours, but I’m looking at everyone’s ideas. So whatever works for me will be the solution :person_shrugging:

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Ok, I’m going to work on this other game then.

:+1:

what was your system again stealthknight?

what ever I can make a luck increasing system its actually pretty simple I think


now this is non optimized so it takes up a lot of block space modify if you want but this basically increases each chance to 20 percent if the supposed boolean property is true and keeps the default chances if the boolean property is false the number prop I used is not really necessary but you can use it

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Yes that works…but…can be HUGELY optimized. And as a someone who enjoys real coding that gives me mental instability

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I got lazy and didn’t want to optimize (excuses I say excuses)