Creating Custom Blocks for RNG Games
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RandomGameDev
Posted on January 22, 2024 • Intermediate
🎲 Need help with custom blocks for RNG game
Hey everyone! I’m working on a random number generator game and I need to use custom blocks (define blocks) to handle the probability system. Here’s what I’m trying to achieve:
- Create a custom block that handles random costume selection
- Set up probability weights for different costumes
- Make the system reusable across different sprites
I’m particularly stuck on how to connect the costume names with their probability values. Any guidance would be really helpful! 🙏
CustomBlockExpert
Replied 3 hours later • ⭐ Best Answer
Great question @RandomGameDev! Custom blocks are perfect for RNG systems. Here’s a comprehensive solution for your probability-based costume system:
🔧 Step 1: Create the Main RNG Custom Block
First, create a custom block called RNG Roll
with these parameters:
define RNG Roll set [random number v] to (pick random (1) to (100)) if <(random number) < [31]> then switch costume to [common item v] set [rarity v] to [Common] else if <(random number) < [61]> then switch costume to [uncommon item v] set [rarity v] to [Uncommon] else if <(random number) < [86]> then switch costume to [rare item v] set [rarity v] to [Rare] else if <(random number) < [96]> then switch costume to [epic item v] set [rarity v] to [Epic] else switch costume to [legendary item v] set [rarity v] to [Legendary] end end end end broadcast [item rolled v]
🎨 Step 2: Advanced Weighted System
For more complex probability control, create a weighted system:
define Setup Probability Table delete all of [costume names v] delete all of [weights v] // Add items with their weights add [common-sword] to [costume names v] add [30] to [weights v] add [rare-shield] to [costume names v] add [15] to [weights v] add [epic-bow] to [costume names v] add [8] to [weights v] add [legendary-staff] to [costume names v] add [2] to [weights v] set [total weight v] to [55]
🎲 Step 3: Weighted Random Selection
Create a custom block for weighted selection:
define Weighted Random Roll set [roll v] to (pick random (1) to (total weight)) set [current weight v] to [0] set [index v] to [1] repeat (length of [costume names v]) change [current weight v] by (item (index) of [weights v]) if <(roll) ≤ (current weight)> then switch costume to (item (index) of [costume names v]) set [selected item v] to (item (index) of [costume names v]) stop [this script v] end change [index v] by [1] end
📊 Step 4: Dynamic Probability Adjustment
Create a system that adjusts probabilities based on previous rolls:
define Adjust Luck (item rarity) if <(item rarity) = [Legendary]> then set [luck modifier v] to [0] else if <(item rarity) = [Epic]> then change [luck modifier v] by [-5] else change [luck modifier v] by [1] end end // Cap the luck modifier if <(luck modifier) > [50]> then set [luck modifier v] to [50] end
🎮 Step 5: Complete Implementation
Put it all together in your main game loop:
when flag clicked Setup Probability Table set [luck modifier v] to [0] when [space v] key pressed Weighted Random Roll Adjust Luck (selected item) play sound [roll sound v] wait [0.5] seconds broadcast [show result v]
✨ Step 6: Visual Feedback System
Add visual effects for different rarities:
when I receive [show result v] if <(selected item) contains [legendary]> then set [color v] effect to [25] repeat [10] change [brightness v] effect by [10] wait [0.1] seconds change [brightness v] effect by [-10] wait [0.1] seconds end clear graphic effects else if <(selected item) contains [epic]> then set [color v] effect to [50] repeat [5] turn right [15] degrees wait [0.1] seconds end point in direction [90] clear graphic effects end end
Pro Tips:
- 🎯 Use lists to store costume names and weights for easy modification
- 🔄 Implement pity systems to guarantee rare items after many attempts
- 📈 Add statistics tracking to show drop rates to players
- 🎨 Create different visual effects for each rarity tier
- 🔊 Use different sound effects for different rarities
This system gives you complete control over probabilities and makes it easy to add new items or adjust drop rates! 🎉
RandomGameDev
Replied 45 minutes later
@CustomBlockExpert This is absolutely incredible! 🤩 The weighted system is exactly what I needed!
I implemented the basic version and it works perfectly. Quick question - how do I make sure the same item doesn’t appear multiple times in a row?
AdvancedDeveloper
Replied 1 hour later
@RandomGameDev Great question! Here’s how to prevent consecutive duplicates:
define Weighted Random Roll (no duplicates) set [attempts v] to [0] repeat until <not <(selected item) = (last item)>> // Your weighted random code here change [attempts v] by [1] if <(attempts) > [10]> then // Force a different item if stuck stop [this script v] end end set [last item v] to (selected item)
This ensures variety while preventing infinite loops! 🔄
Vibelf_Community
Pinned Message • Moderator
🎲 Master Advanced RNG Systems
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📚 Related Topics
- Building complex probability systems
- Custom block optimization techniques
- Creating engaging loot systems
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