#How can you simply multiply your luck?
1 messages · Page 1 of 1 (latest)
show me the script
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they literally just said they dont have a script
same
he said the entire thing is client sided so i assume he had a script
Well
I do have the script but
I cant show it rn lol
I could tmmrw
Bro im dumb
Just nwm now
nah you good
no offense couldve phrased the sentences better but doesnt matter
i would say if the rng is based on choosing a random number and choosing a specific number would give u a rarity, divide all of the possible rarities u have by two, and the rarities that are on the rarer half, make it so that 2 numbers can be chosen in order to get that desired rarity.
Yeah i didnt get that
Let’s say common is the interval 1-50, epic is the interval 51-90 and legendary is the interval 91-100 and you have a random number that can roll 1-100, if you want to increase the luck you simply decrease the common interval and increase the legendary and epic intervals. You can set up an equation to make this work fluidly without having to manually increase and decrease the various intervals
Thats the first step wrong. you never wanna make a rarity chooser on client it should all be effects on client or anything with ui server should handle the actual stuff
script.Parent.MouseButton1Click:Connect(function()
rng = math.random(1,1000000)
RollValue.Value = rng
RollsLeaderstat.Value = RollsLeaderstat.Value +1
end)
This is the script under the button
local*
HighestValue.Value = 1000000
RollValue.Changed:Connect(function()
if RollValue.Value < HighestValue.Value then
HighestValue.Value = RollValue.Value
end
end)
HighestValue.Changed:Connect(function()
if HighestValue.Value <= 100000 then
Equip:FireServer("Rare")
elseif HighestValue.Value <= 500000 then
Equip:FireServer("Uncommon")
elseif HighestValue.Value <= 1000000 then
Equip:FireServer("Common")
end
end)
This is a local script that recieves the rolled number and based on it fires remote function
i want to create something that can change your luck when generating new number
ehh
math.random isnt really efficient and it doesnt really "random"
use Random.new()
how to change it to random.new