How to create a luck system in Scratch games
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GameDevPro88
Posted on June 18, 2022 • Intermediate
🎲 Help with luck/rarity system
Hey everyone! I’m working on a mining game where players can find different types of apples with varying rarity levels. I want to create a proper luck system where:
- Common apples appear frequently (like 60% chance)
- Rare apples appear sometimes (like 25% chance)
- Epic apples are uncommon (like 10% chance)
- Mythical apples are super rare (like 5% chance)
I’ve been using the “pick random” block, but my rarest items keep showing up too often! What am I doing wrong? Any tips for creating balanced probability systems? 🤔
RandomMaster_Dev
Replied 1 hour later • ⭐ Best Answer
Great question @GameDevPro88! The key to a good luck system is understanding how to properly use weighted probability. Let me show you the right way to do this:
🎯 Understanding Probability Ranges
Instead of separate random checks for each item, use one random number and check ranges:
🔧 Proper Implementation
Here’s the correct way to code your luck system:
when flag clicked forever if <key [space v] pressed?> then mine apple end end define mine apple set [luck roll v] to (pick random (1) to (100)) if <(luck roll) ≤ [60]> then set [found item v] to [Common Apple] change [common apples v] by (1) else if <(luck roll) ≤ [85]> then set [found item v] to [Rare Apple] change [rare apples v] by (1) else if <(luck roll) ≤ [95]> then set [found item v] to [Epic Apple] change [epic apples v] by (1) else set [found item v] to [Mythical Apple] change [mythical apples v] by (1) end end end say (join [Found: ] (found item)) for (2) seconds
⚠️ Common Mistakes to Avoid
❌ Wrong Way (Multiple Random Checks):
// DON'T DO THIS - it breaks probability! if <(pick random (1) to (100)) ≤ [5]> then set [item v] to [Mythical] else if <(pick random (1) to (100)) ≤ [10]> then set [item v] to [Epic] else // This creates wrong probabilities! end end
✅ Right Way (Single Random Check):
Always use ONE random number and check it against cumulative ranges!
🎮 Advanced Luck Features
Want to make it even more interesting? Try these additions:
1. Luck Multipliers
// Increase luck based on player level set [luck bonus v] to ((player level) / [10]) set [mythical chance v] to ([5] + (luck bonus)) // Use in your probability check if <(luck roll) > ([100] - (mythical chance))> then set [found item v] to [Mythical Apple] end
2. Pity System (Guaranteed Rare After X Attempts)
// Track attempts without rare item change [attempts since rare v] by (1) // Force rare item after 20 attempts if <(attempts since rare) ≥ [20]> then set [found item v] to [Epic Apple] set [attempts since rare v] to [0] else // Normal luck system here end
3. Dynamic Rarity (Seasonal Events)
// Double mythical chance during special events if <(special event) = [true]> then set [mythical threshold v] to [90] // 10% instead of 5% else set [mythical threshold v] to [95] // Normal 5% end
This approach ensures your rarity system works exactly as intended! 🎯
GameDevPro88
Replied 2 hours later
@RandomMaster_Dev This is EXACTLY what I needed! 🤩
I was doing multiple random checks which totally messed up my probabilities. No wonder my mythical apples were showing up way too often! The single random number approach makes so much sense.
Already implemented it and the rarity distribution looks perfect now. Thank you so much! 🙏
LootGuru_Maya
Replied 3 hours later
Adding to this excellent explanation! Here’s a pro tip for testing your luck system:
// Debug mode to test probabilities when [d v] key pressed repeat (1000) mine apple end say (join [Common: ] (common apples)) wait (1) seconds say (join [Rare: ] (rare apples)) wait (1) seconds say (join [Epic: ] (epic apples)) wait (1) seconds say (join [Mythical: ] (mythical apples))
Run this 1000 times and you should see roughly: Common ~600, Rare ~250, Epic ~100, Mythical ~50. If the numbers are way off, check your probability ranges! 📊
ProbabilityStudent_Jake
Replied 5 hours later
This thread is gold! 🏆 I’m working on a card game and was struggling with the same issue. The weighted probability approach works perfectly for card rarity too!
For anyone else working on similar systems, you can also use this for:
- 🎰 Slot machine outcomes
- 🎁 Loot box contents
- 🌟 Critical hit chances
- 🎲 Random event triggers
Thanks for sharing the knowledge! 🤓
Vibelf_Community
Pinned Message • Moderator
🎲 Master Random Systems and Game Mechanics!
Fantastic discussion about probability and luck systems! For those wanting to create even more sophisticated random mechanics, our community can help you with:
- 🎯 Advanced probability distributions
- 🎮 Balanced game economy systems
- 📊 Statistical analysis and testing
- 🔄 Dynamic difficulty adjustment
📚 Related Topics
- How to create balanced loot systems?
- Implementing critical hit mechanics
- Random event generation techniques
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