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- Okthenwhy
-
4 posts
Rarity system
Hi, I'm trying to make system with rarity and try to make a upgrade to make something less rare. Can anyone help?
- DerpyHead0
-
1000+ posts
Rarity system
i assume this is what you want?
the pick random block values can be adjusted if you want a different range for the chance variable
(note: the decimals on the pick random block are intentional, they allow decimal values to be chosen)
<(pick random (0.0) to (1.0)) < (chance)>in this case chance should be 1.0 for 100% chance and 0.0 for 0% chance
the pick random block values can be adjusted if you want a different range for the chance variable
(note: the decimals on the pick random block are intentional, they allow decimal values to be chosen)
when I start as a clone
delete this clone
- EpicYesMe
-
500+ posts
Rarity system
You can do this:
Try this. It may work.
when I receive [something v]
set [rarity v] to (pick random (1) to (100)
if <<(rarity) < (highestchance)> and <(rarity) > (smallestchance)>> then
...
end
// upgrade sprite
when this sprite clicked
if <(coins) > (cost)> then
change [smallestchance v] by (-5)
else
broadcast [broke v]
end
Try this. It may work.
Note: the pick random reporter block only picks integers.
Call me Paperstacks.
paperstacks
define Protect Sig
point towards [(❁´◡`❁) (kumquats) v]
create clone of [( •̀ ω •́ )✧ (Soldiers) v]
broadcast [chargeee!!!! v]
when I receive [chargeee!!!! v]
go to [(❁´◡`❁) (kumquats) v]
stop [(❁´◡`❁) (kumquats) v] // "my duty is now over"
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