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[FOUND SOLUTION] Pet chances not supporting percentages lower than 1?

Asked by
Gogulsky 129
4 years ago
Edited 3 years ago

This has been a problem for many people including me. The local Chance doesn't make the pets under 1% hatchable. The 1 in math.random(1,TotalWeight) would need to be 0 but it won't work.

function ChoosePet(Egg)
    local Data = Eggs[Egg]
    local Pets = Data["Pets"]
    local TotalWeight = 0
    for i,v in pairs(Pets) do
        TotalWeight = TotalWeight + v.Rarity
    end
    local Chance = math.random(1,TotalWeight)
    local Counter = 0
    for i,v in pairs(Pets) do
        Counter = Counter+v.Rarity
        if Counter >= Chance then
            return v.Name
        end
    end
end

This script is from the better pet system. However there's another pet system that has working pet chances, it basically has a math.random(1,TotalWeight) too however it also has this:

if Chance <= Counter then
                return i

Both of these pet systems obviously work differently. The "i" are the suffixes and I believe that this is what makes the pets under 1% hatchable. I still don't know how to make this possible in the other pet system. Any help?

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I think it is because math.random does not go into decimals by itself, the way I get math.random with decimals is do something like math.random(0,100)/100 munkuush 22 — 4y
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Looking at this, its half way down, math.random returns a decimal value between 0 and 1, multiply this by some value and this will give you a value between 0 and some value. This should fit you case. https://developer.roblox.com/en-us/api-reference/lua-docs/math marine5575 359 — 4y
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A use Case: math.randomseed(math.random()*math.random) local Chance = math.random() * 100 if chance <= counter then return v.Name marine5575 359 — 4y
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Please remember to use math.randomseed so that your pet system is not susceptible to RNG manipulation! marine5575 359 — 4y

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