Let me explain better. I want to make a script like the one in the quarry. its a script that for every block in a model, it takes a random part from The list (Blocks) and puts it into that parts position under the parent field. all I need is a way to create a rarity thing without doing this:
Blocks= {"Emerald","Emerald","Ruby","Sapphire","Diamond","Ruby","Sapphire","Coal","Coal","Coal"," Coal","Coal","Coal","Coal","Gold","Gold","Gold","Gold","Gold","Dirt","Dirt","Dirt","Dirt","Dirt", "Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt"," Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","D irt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dir t","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt ","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt", "Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt"," Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Dirt","Stone","Stone","Stone","Stone", "Stone","Stone","Stone","Stone","Stone","Stone","Stone","Stone","Stone","Stone","Stone","S tone","Stone","Stone","Stone","Stone","Stone","Stone","Stone","Stone","Stone","Stone","Sto ne","Stone","Stone","Stone","Stone","Stone","Stone","Stone","Stone","Stone","Stone","Stone ","Stone","Stone","Stone","Stone","Stone","Stone","Stone","Stone","Stone","Stone","Stone"," Stone","Stone","Stone","Stone","Stone","Stone","Stone","Stone","Stone","Stone","Stone","St one","Stone","Stone","Stone","Stone","Stone","Sand","Sand","Sand","Sand","Sand","Sand"," Sand","Sand","Sand","Sand","Sand","Sand","Sand","Sand","Sand","Sand","Sand","Sand","Sa nd","Sand","Sand","Sand","Sand","Sand","Sand","Sand","Sand","Sand","Sand","Sand","Sand ","Sand","Sand","Sand","Sand","Sand","Sand","Sand","Sand","Sand","Sand","Sand","Sand"," Sand","Sand","Sand","Sand","Sand","Sand","Sand","Sand","Sand","Sand","Sand","Sand","Sa nd","Sand","Sand","Sand","Sand","Sand","Sand","Sand"}
function MineSweeper()
if script.Parent.Parent.Generate.Running.Value == true then
script.Parent.Parent.Field:ClearAllChildren()
if script.Parent.Parent.Generate.Running.Value == true then
for _, Part in pairs(script.Parent:GetChildren()) do
local Rocky = game.Lighting:FindFirstChild(Blocks[math.random(1,#Blocks)])
local Mine = Rocky:Clone()
Mine.Position = Part.Position
Mine.Parent = script.Parent.Parent.Field
end
end
end
end
script.Parent.Parent.Generate.ClickDetector.MouseClick:connect(MineSweeper)
Before you answer, I don't think dictionaries will help.
