Linked Questions

13
votes
3answers
8k views

Algorithm for determining random events [duplicate]

I'm struggling with coming up with an elegant solution to generating random events in the game that I'm working on. Say there are 4 classes of events that can happen, with varying events in those ...
4
votes
5answers
4k views

Handling random with unique chance in Python [duplicate]

Okay, let's say you have a handful of enemies, each with their own 'rarity' to spawn. For example: ...
1
vote
2answers
475 views

How to get the result of random item with different possibility? [duplicate]

I'm wondering if anyone can guide me with following problem... Each fruit has different chance to be called out. Apple - 80% Orange - 10% Banana - 10% Each time ...
0
votes
1answer
165 views

Question about coding rarity and non-MonoBehaviour referencing [duplicate]

I have a non-MonoBehaviour script called Item which contains two classes. ...
0
votes
0answers
24 views

Optimal way to select a random item from a list based on its chance to appear in Unity [duplicate]

I am creating a random object spawning script in Unity with c#, and am wondering what the ideal way to do this task would be. So I have a list of 31 objects or so, of my special class type. Each one ...
18
votes
4answers
11k views

(RPGs) Drop table design

I guess this question pertains more to games like MMO and Diablo-like games. What are the usual designs for implementing a drop table, where a monster could drop different type of items depending on ...
3
votes
3answers
6k views

Designing Drops system - How and where chance of drops are defined?

Just found a related topic but I have different/extended questions I was wondering how the implement the drop system. I have to start designing the DB model for this so I was wondering whether what I ...
0
votes
2answers
142 views

Weighted random events with conditions

I'm building a system for distributing ingame events for a strategy game. The game is heavily driven by the events and each country/player should receive one or more per time unit. The algorithm is ...
-1
votes
1answer
92 views

Return the success or failure of an event occurring with a given percentage C#

I'm working on a skill based system that does away with the concept of RNG despite player skill. Basically, my concept is this: A player's chance to make something is based on ...
0
votes
1answer
46 views

How can I make an instantiation random?

I'm trying to do it so when I have an instantiated an item upon the game starting, it is random as to whether it actually instantiates or not. Here's the code I have so far: ...