local ItemRooms = {} local Items = {} local DescCoolDown = false local LoadEvent = game.ReplicatedStorage.RemoteEvents.LoadEvent local function LoadItems() local ItemFile = game.ReplicatedStorage.Items for _, v in pairs(workspace:GetDescendants()) do if v:IsA("Model") and v.Name == "ItemRoom" then local Item = ItemFile:GetChildren() local chosenItem = Item[math.random(1, #Item)]:Clone() chosenItem.Parent = v chosenItem:MoveTo(v.Pedastol.Position + Vector3.new(0, 4, 0)) table.insert(ItemRooms, v) end end end LoadItems() --//ItemDesc. for _, v in pairs(ItemRooms) do local Peadastol = v.Pedastol Peadastol.Touched:Connect(function(p) if p.Parent:FindFirstChild("Humanoid") and DescCoolDown == false then DescCoolDown = true for _, x in pairs(v:GetDescendants()) do if x:IsA("Model") and game.ReplicatedStorage.Items:FindFirstChild(x.Name) then local GUI = script.DescGUI:Clone() local Desc = x:FindFirstChild("Description") local Player = game.Players:FindFirstChild(p.Parent.Name) GUI.Holder.Description.Text = Desc.Value GUI.Holder.Item.Text = x.Name GUI.Parent = Player.PlayerGui wait(5) GUI:Destroy() DescCoolDown = false end end end end) end
I have an IntValue stored in the item file named "Rarity" and I was wondering if there was a way to make that IntValue change how often different rarity items spawned? I tried making a table that inserts each item with its rarity inside and adding weight but I couldnt quite figure it out... Please help.