How to create advanced RNG scripts in Scratch - Complete guide with weighted probabilities
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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! 🎮
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:
🎲 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! 🎲
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! 📊
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! 📈
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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