A Flash Developer Resource Site

Results 1 to 7 of 7

Thread: Percent Chance of something happening.

  1. #1
    Who needs pants? hooligan2001's Avatar
    Join Date
    Apr 2001
    Location
    Somewhere
    Posts
    1,976

    Percent Chance of something happening.

    Hey guys/gals, just wondering the best way to make something happen at a percentage chance. I am currently making a game where their a few different areas where chance of things happening i want set as a percentage.

    Ill give you an example of one instance. When a battle happens in the game if the user defeats the monster their is a chance that the monster drops certain items. eg there could be 5 different items he could drop and there are some rare items that theres a 5% chance of him dropping and their is a 54% chance of him droping another item and so on.

    so

    Item1 = 84%
    Item2 = 32%
    Item3 = 5%
    Item4 = 43%
    Item5 = 88%

    What i was wondering is what would be the best way to calculate chance. I figured just produce a random number between 1 - 100 and then if its less then 54 get the normal item and if its less then 5 get the other item.

    What i want to be able to do is set every item in the games rarity property to a number out of 100. And any character can drop any number of different items.

    Just let me know if it doesnt make sense. I just figured there would be a way better way to go about it then what i was about to do.

  2. #2
    Junior Member
    Join Date
    Jan 2004
    Posts
    12
    Isn't it better to first calculate if a monster drops an item at all?
    and if it does, make another calculation what kind of item it dropped.

    So a 54% chance that it drops an item, -> then a 5% chance it drops a rare item -> then a calculation on what rare item it dropped

    I know that treasure tables in my D&D Dungeon Master Guide work that way

  3. #3
    Who needs pants? hooligan2001's Avatar
    Join Date
    Apr 2001
    Location
    Somewhere
    Posts
    1,976
    Im not sure i understand, i dont mean all rare items have a 5% chance of being dropped. Each item will have its own percentage chance. Like this
    http://community.dofus.com/game/encyclo-monster.php
    check out the DROPS: section under the monsters description

  4. #4
    Junior Member
    Join Date
    Jan 2004
    Posts
    12
    you mean that he can drop several items?

    But if he drops a 5% chance item he will also drop all other items?

    Now I'm confused :s

  5. #5
    Junior Member
    Join Date
    Jan 2004
    Posts
    12
    Hmmm, in the example link you provided I think the idea is that the Game Master (or computer program) checks for each item individually.

    So in that case your script would be something like

    creature_array[["item1",5],["item2",32],["item3",43],["item4",83],];

    for each item in creature_array{
    if (Math.floor(Math.Random()*100) <= creature_array[i][1]) drop item
    }

    is that what you mean?

  6. #6
    Senior Member tonypa's Avatar
    Join Date
    Jul 2001
    Location
    Estonia
    Posts
    8,223
    Maybe something like this:

    *give each item a percent from 1 to 100
    *pick randomly 1 item
    *now generate random number between 0 and 100
    *if random number is smaller then percent set for the picked item, drop it
    *continue doing this for 5 steps

  7. #7
    Who needs pants? hooligan2001's Avatar
    Join Date
    Apr 2001
    Location
    Somewhere
    Posts
    1,976
    Sounds good that way atleast the monster will be able to drop more then one item. Thanks guys appretiate the help.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  




Click Here to Expand Forum to Full Width

HTML5 Development Center