Luck Increase in RNG

I keep seeing myself as a semi-smart member of the forums community, and then I ask questions like this–


So, I’ve got an RNG running in my game. The code I have right now is a choice between 2 numbers, which is the way the game starts off until you upgrade. How do I make it have the chance to get higher numbers, while taking away some of the smaller ones?


Ex.
Chooses between 1 & 2 → Upgrade → Chooses between 2, 3, and 4


I’ve searched, trust
The phrasing went over my head
:[


Thanks in advance, and happy holidays!

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What’s the code you have so far?

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[1]


  1. on a trigger ↩︎

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Uh

How about a property that checks which values have been chosen (let’s say you chose 1 already then you chose 3) and store it (1|3|),then when it’s time to upgrade it decides the property and chooses between min and max depending on what’s in the property

Might need an extra trigger in case though

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w a i t w h a t

so
uh
how do you store in a property
and how does the checking work
and what the heck is the maximum and minimum you hafta set

I have literally never used a property before lol
this is new territory

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Massive booms in distance :exploding_head:


So there’s this block that says, set property value

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Maybe you can somehow set it up so that when the upgrade button is clicked, a channel message is broadcasted, which stops the old odds and adds the new odds [maybe something like


when “upgrade” channel is received
stop “normal” channel
chooses between 2, 3, and 4


I know this isn’t exact Gimkit code, but maybe developing something like this would work?


I agree that it would be very complicated, but it’s still technically a solution, although it would require every upgrade being a separate button with a new channel and all that.


@CC26 your idea is kind of what my reply was saying, with every time it upgrades it broadcasts a message to stop the old RNG system and continue with the modified one.

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Yeah but then we’d run into a too much block code problem because after 2 3 4 there’s gonna be more

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I think the easiest way would be to have another RNG system for the luck increase

For example:
System 1= Base Luck
System 2 = Modified luck
System 3 = Even more luck?

etc etc


Well, I did say easiest way, not the most efficient.

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Making a separate RNG system every time would be inefficient, but that was also my idea kinda so I can’t be talking :sweat_smile:


I know you said it would be the easiest way, I was just pointing out that the solution wasn’t the most efficient.

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