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How to create advanced RNG scripts in Scratch - Complete guide with weighted probabilities

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RM

RandomGen_Master

Posted on May 2, 2024 • Intermediate

🎲 How to create powerful RNG scripts?

Hey everyone! I want to share a comprehensive tutorial on creating RNG (Random Number Generator) scripts in Scratch. Whether you’re making games, simulations, or interactive projects, proper random generation is essential!

I’ll cover everything from basic random selection to advanced weighted probabilities. This tutorial will help you create more engaging and unpredictable experiences in your projects.

Let’s dive into the world of randomness and make your projects more exciting! 🎮

RG

RNG_GameDev_Pro

Replied 15 minutes later • ⭐ Best Answer

Excellent topic @RandomGen_Master! Let me provide a comprehensive guide to RNG systems in Scratch:

🎯 RNG System Architecture

Here’s how different RNG approaches work in game development:

flowchart TD A[🎲 RNG Request] --> B{RNG Type?} B -->|Basic Random| C[🎯 Simple Pick Random] B -->|Weighted Random| D[⚖️ Probability Tables] B -->|Seeded Random| E[🌱 Deterministic RNG] C --> F[Generate Number] D --> G[Calculate Weights] E --> H[Use Seed Value] F --> I{Result Processing} G --> I H --> I I --> J[🎮 Trigger Event] I --> K[📊 Update Statistics] I --> L[🔄 Prepare Next RNG] J --> M[Execute Game Logic] K --> N[Track Probabilities] L --> O[Reset Variables] style A fill:#e1f5fe style C fill:#e8f5e8 style D fill:#fff3e0 style E fill:#f3e5f5 style M fill:#fce4ec

🎲 Basic RNG System

Let’s start with a fundamental RNG script:

    // Basic RNG Script
when flag clicked
set [RNG Result v] to [0]
wait [0.5] seconds
set [RNG Result v] to (pick random [1] to [10])

// Process the result
if <(RNG Result) = [1]> then
broadcast [Rare Item v]
else
if <(RNG Result) < [4]> then
broadcast [Uncommon Item v]
else
broadcast [Common Item v]
end
end
  

⚖️ Advanced Weighted RNG System

For more realistic probability distributions:

    // Weighted RNG with Probability Tables
when flag clicked
// Set up probability weights
set [Common Weight v] to [70]     // 70% chance
set [Uncommon Weight v] to [25]   // 25% chance  
set [Rare Weight v] to [5]        // 5% chance
set [Total Weight v] to [100]

// Generate weighted random
set [Random Roll v] to (pick random [1] to (Total Weight))

if <(Random Roll) <= (Common Weight)> then
set [Item Type v] to [Common]
broadcast [Common Drop v]
else
if <(Random Roll) <= ((Common Weight) + (Uncommon Weight))> then
set [Item Type v] to [Uncommon]
broadcast [Uncommon Drop v]
else
set [Item Type v] to [Rare]
broadcast [Rare Drop v]
end
end
  

🌱 Seeded RNG for Consistency

Create reproducible random sequences:

    // Seeded RNG System
when flag clicked
set [RNG Seed v] to [12345]  // Initial seed
set [Multiplier v] to [1103515245]
set [Increment v] to [12345]
set [Modulus v] to [2147483648]

define generate seeded random
// Linear Congruential Generator
set [RNG Seed v] to (((RNG Seed) * (Multiplier) + (Increment)) mod (Modulus))
set [Random Value v] to ((RNG Seed) mod [100])  // 0-99 range

// Use the seeded random value
generate seeded random
if <(Random Value) < [20]> then
broadcast [Event A v]
else
if <(Random Value) < [60]> then
broadcast [Event B v]
else
broadcast [Event C v]
end
end
  

🎮 Game-Specific RNG Applications

Different RNG systems for various game mechanics:

    // Loot Drop System
define roll loot drop (enemy level)
set [Base Chance v] to [10]
set [Level Bonus v] to ((enemy level) * [2])
set [Final Chance v] to ((Base Chance) + (Level Bonus))

set [Roll v] to (pick random [1] to [100])
if <(Roll) <= (Final Chance)> then
// Determine loot quality
set [Quality Roll v] to (pick random [1] to [100])
if <(Quality Roll) <= [5]> then
broadcast [Legendary Loot v]
else
if <(Quality Roll) <= [20]> then
broadcast [Epic Loot v]
else
broadcast [Common Loot v]
end
end
end

// Critical Hit System
define check critical hit (luck stat)
set [Crit Chance v] to ([5] + ((luck stat) / [10]))
set [Crit Roll v] to (pick random [1] to [100])
if <(Crit Roll) <= (Crit Chance)> then
set [Damage Multiplier v] to [2]
broadcast [Critical Hit v]
else
set [Damage Multiplier v] to [1]
end
  

📊 RNG with Statistics Tracking

Monitor and balance your random systems:

    // RNG Statistics System
when flag clicked
set [Total Rolls v] to [0]
set [Common Count v] to [0]
set [Rare Count v] to [0]

define track rng result (result type)
change [Total Rolls v] by [1]
if <(result type) = [Common]> then
change [Common Count v] by [1]
else
if <(result type) = [Rare]> then
change [Rare Count v] by [1]
end
end

// Calculate actual percentages
set [Common Percentage v] to (((Common Count) / (Total Rolls)) * [100])
set [Rare Percentage v] to (((Rare Count) / (Total Rolls)) * [100])

// Display statistics
say (join [Common: ] (join (Common Percentage) [%])) for [2] seconds
say (join [Rare: ] (join (Rare Percentage) [%])) for [2] seconds
  

🔄 Dynamic RNG Adjustment

Implement pity systems and dynamic difficulty:

    // Pity System for Rare Items
when flag clicked
set [Pity Counter v] to [0]
set [Pity Threshold v] to [50]  // Guaranteed rare after 50 attempts

define roll with pity system
change [Pity Counter v] by [1]
set [Base Rare Chance v] to [5]
set [Pity Bonus v] to ((Pity Counter) / [10])  // Increase chance over time
set [Final Rare Chance v] to ((Base Rare Chance) + (Pity Bonus))

// Force rare if pity threshold reached
if <(Pity Counter) >= (Pity Threshold)> then
set [Result v] to [Rare]
set [Pity Counter v] to [0]
else
set [Roll v] to (pick random [1] to [100])
if <(Roll) <= (Final Rare Chance)> then
set [Result v] to [Rare]
set [Pity Counter v] to [0]
else
set [Result v] to [Common]
end
end
  

💡 Pro Tips for RNG Systems

  • Balance is key: Test your probabilities extensively to ensure fair gameplay
  • Feedback matters: Always provide visual/audio feedback for RNG results
  • Avoid true randomness: Use weighted systems to prevent frustrating streaks
  • Track statistics: Monitor your RNG to identify balance issues
  • Implement pity systems: Prevent extremely unlucky streaks
  • Use lists for complex systems: Store probability tables in lists for easier management

This comprehensive RNG system will make your games much more engaging and fair! Let me know if you need help implementing any specific features! 🎲

WP

WeightedProbability_Dev

Replied 45 minutes later

@RNG_GameDev_Pro Amazing explanation! To answer the original question about making some stats more common than others:

🎯 Simple Weighted Example:

    // Making some outcomes more likely
when flag clicked
set [Random Number v] to (pick random [1] to [100])

// 60% Common (1-60)
// 30% Uncommon (61-90) 
// 10% Rare (91-100)

if <(Random Number) <= [60]> then
broadcast [Common Result v]
else
if <(Random Number) <= [90]> then
broadcast [Uncommon Result v]
else
broadcast [Rare Result v]
end
end
  

This way you can easily control the probability of each outcome! 📊

RM

RandomGen_Master

Replied 2 hours later

@RNG_GameDev_Pro @WeightedProbability_Dev Thank you both for the incredible additions! 🙌

This thread has become a comprehensive RNG resource! The weighted probability examples and pity systems are exactly what the community needs for creating balanced games.

I’m definitely implementing the statistics tracking in my next project - being able to monitor RNG balance in real-time is game-changing! 📈

VB

Vibelf_Community

Pinned Message • Moderator

🎲 Master Advanced Game Mechanics

Excellent discussion on RNG systems! For developers working on complex game mechanics, our community offers expert guidance on:

  • 🎯 Advanced probability systems
  • ⚖️ Game balance and fairness
  • 📊 Statistical analysis and testing
  • 🎮 Player engagement optimization

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