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Forest and Tundra Egg Rewards System

The document contains multiple functions for generating rewards from different types of eggs in a game. Each function calculates a random roll to determine which item to reward the player based on predefined chances for each item. The rewards include various items with associated names, rarities, and colors, and the player is notified of their reward through a message.
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0% found this document useful (0 votes)
11 views3 pages

Forest and Tundra Egg Rewards System

The document contains multiple functions for generating rewards from different types of eggs in a game. Each function calculates a random roll to determine which item to reward the player based on predefined chances for each item. The rewards include various items with associated names, rarities, and colors, and the player is notified of their reward through a message.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

const forestEgg2 = function() {

let [x, y, z] = thisPos


let roll = [Link]()

const rewards = [
{ chance: 0.4, item: "Grass Block", name: "Forest Deer", rarity: "Common \n 40%
chance from T1 pet roller \n 1.1x Bonus", color: "lightgreen", block: "Grass Block"
},
{ chance: 0.25, item: "Maple Log", name: "Maple Fox", rarity: "Uncommon \n 25%
chance from T1 pet roller \n 1.3x Bonus", color: "#D2691E", block: "Maple Log" },
{ chance: 0.15, item: "Pear Leaves", name: "Pear Sprite", rarity: "Rare \n 15%
chance from T1 pet roller \n 1.5x Bonus", color: "#228B22", block: "Pear Leaves" },
{ chance: 0.15, item: "Pine Log", name: "Pine Bear", rarity: "Rare \n 15%
chance from T1 pet roller \n 1.6x Bonus", color: "darkgreen", block: "Pine Log" },
{ chance: 0.05, item: "Pine Grass Block", name: "Ancient Ent", rarity: "Epic \n
5% chance from T1 pet roller \n 2.0x Bonus", color: "darkgray", block: "Pine Grass
Block" }
]

let cumulative = 0
for (let r of rewards) {
cumulative += [Link]
if (roll < cumulative) {
[Link](myId, [Link], 1, {
customDisplayName: [Link],
customDescription: [Link]
})
[Link](myId, `You just got a ${[Link]}! \n${[Link]}`, { color:
[Link] })
break
}
}
}

forestEgg2()

aosba8sybfosyafvwaoeyfyovryogv8ero!!!!
const tundraEgg = function() {

let [x, y, z] = thisPos


let roll = [Link]()

const rewards = [
{ chance: 0.6, item: "Ice", name: "Frost Hare", rarity: "Common \n 60% chance
from T1 pet roller \n 1.1x Bonus", color: "#ADD8E6", block: "Ice" },
{ chance: 0.3, item: "Snow", name: "Tundra Wolf", rarity: "Uncommon \n 30%
chance from T1 pet roller \n 1.4x Bonus", color: "white", block: "Snow" },
{ chance: 0.1, item: "Obsidian", name: "Glacial Wraith", rarity: "Rare \n 10%
chance from T1 pet roller \n 1.8x Bonus", color: "#555555", block: "Obsidian" }
]

let cumulative = 0
for (let r of rewards) {
cumulative += [Link]
if (roll < cumulative) {
[Link](myId, [Link], 1, {
customDisplayName: [Link],
customDescription: [Link]
})
[Link](myId, `You just got a ${[Link]}! \n${[Link]}`, { color:
[Link] })
break
}
}
}

tundraEgg()

ahodvb8oawbuobfryv8ryorhbarbhoarhbodbohz!!!!
const forestEgg = function() {

let [x, y, z] = thisPos


let roll = [Link]()

const rewards = [
{ chance: 0.6, item: "Green Wool", name: "Squirrel", rarity: "Common \n 60%
chance from T1 pet roller \n 1.1x Bonus", color: "green", block: "Green Wool" },
{ chance: 0.3, item: "Maple Leaves", name: "Forest Sprite", rarity: "Uncommon \
n 30% chance from T1 pet roller \n 1.3x Bonus", color: "#228B22", block: "Maple
Leaves" },
{ chance: 0.1, item: "Block of Emerald", name: "Ent Guardian", rarity: "Rare \n
10% chance from T1 pet roller \n 1.6x Bonus", color: "#50C878", block: "Block of
Emerald" }
]

let cumulative = 0
for (let r of rewards) {
cumulative += [Link]
if (roll < cumulative) {
[Link](myId, [Link], 1, {
customDisplayName: [Link],
customDescription: [Link]
})
[Link](myId, `You just got a ${[Link]}! \n${[Link]}`, { color:
[Link] })
break
}
}
}

forestEgg()

eohvborauboavdubeheroeruboobv8e!!!!!!
const egg = function() {

let [x, y, z] = thisPos


let roll = [Link]()

const rewards = [
{ chance: 0.5, item: "Brown Wool", name: "Dog", rarity: "Very Common \n 50%
chance from T1 pet roller \n 1.1x Bonus", color: "#AB8971", block: "Brown Wool" },
{ chance: 0.3, item: "Gray Wool", name: "Cat", rarity: "Very Common \n 30%
chance from T1 pet roller \n 1.1x Bonus", color: "gray", block: "Gray Wool" },
{ chance: 0.2, item: "Red Planks", name: "Red Dragon", rarity: "Common \n 20%
chance from T1 pet roller \n 1.2x Bonus", color: "Red", block: "Red Planks" }
]
let cumulative = 0
for (let r of rewards) {
cumulative += [Link]
if (roll < cumulative) {
[Link](myId, [Link], 1, {
customDisplayName: [Link],
customDescription: [Link]
})
[Link](myId, `You just got a ${[Link]}! \n${[Link]}`, { color:
[Link] })
break
}
}
}

egg()
vosbhuvosgvougaovugvrgvpestocuafw!!!!!

Common questions

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Rarity and bonus multipliers of rewards contribute significantly to the player's strategic decisions by creating a diverse set of potential benefits. Players must weigh the likelihood of obtaining highly rare items, which could significantly enhance gameplay effectiveness through higher multipliers, against more probable but less advantageous selections. This deliberation of potential reward outcomes encourages strategic planning regarding which actions to prioritize, whether optimizing chance for common immediate gains or targeting long-term superior rewards. Effective strategizing becomes crucial as players align their gameplay actions to maximize overall gains from interactions with the reward systems .

The balance of risk and reward in the tundraEgg function offers higher probabilities for obtaining rewards with lesser rarity but also smaller bonus multipliers, such as 'Frost Hare' with a 60% chance and 1.1x bonus. Contrarily, forestEgg2 provides a more challenging risk-reward scenario with rewards like 'Grass Block' at a 40% chance with 1.1x bonus, but introduces progressively rarer items with greater multipliers such as 'Ancient Ent' with a 2.0x bonus at a 5% chance. Thus, tundraEgg favors more frequent yet less impactful gains, while forestEgg2 allows rarer, higher-stakes opportunities for high-value rewards, engaging players in diverse strategy assessments when interacting with each function .

The reward distribution in forestEgg2 and tundraEgg functions differs significantly in terms of item probabilities. The forestEgg2 function offers a distribution with chances of 40%, 25%, 15%, 15%, and 5% for its respective rewards. In contrast, the tundraEgg function distributes its rewards with probabilities of 60%, 30%, and 10% for its items. This suggests a more skewed distribution in forestEgg2 towards middle-range probabilities, whereas tundraEgg includes a more pronounced high chance for its common rewards. Consequently, while the tundraEgg function primarily encourages obtaining common items ('Ice' and 'Snow'), forestEgg2 provides a more varied challenge with more evenly distributed outcomes among its rare rewards ('Pear Leaves' and 'Pine Log').

The color attribute for each reward in these functions affects user interaction by visually distinguishing the rarity and type of rewards, providing instant feedback about their relative value. This use of color coding enhances the player's instant recognition and emotional response to the rewards, where colors such as 'lightgreen' for the 'Forest Deer' or 'darkgray' for the 'Ancient Ent' convey different levels of excitement or desirability. Moreover, it assists in creating a memorable aesthetic appeal linked with the gameplay experience, which is central to immersive interactions and can elevate user engagement through visual appeal and clarity .

The forestEgg2 function uses a probability-based method to determine the outcome. It employs a random number generation using Math.random(), which outputs a number between 0 and 1. This random value (roll) is compared against cumulative probabilities derived from predefined chances associated with each reward. The function iterates through a list of rewards; for each reward, it adds the reward's chance to a cumulative variable. If the roll falls below this cumulative chance at any iteration, the corresponding item is awarded to the player. This process introduces randomness as the distribution of items is dictated by chance probabilities and roll outcomes .

The cumulative approach in determining rewards ensures fairness and consistency by maintaining the likelihood of obtaining each reward proportional to its defined chance, regardless of session variance. Through incrementing chances into cumulative probabilities, each reward is proportionately targeted based on random roll outcomes, circumventing biases over multiple sessions. Consistency is achieved as the same cumulation logic is applied every session, minimizing anomalous outcomes and preserving the intended distribution of rewards, thus ensuring balanced gameplay that aligns with original design parameters .

The technique used in these functions to decide when to break out of the reward assignment loop is conditional checking with cumulative probability. As the loop progresses, it increments cumulative chance values. The function checks if the random roll is less than the cumulative chance at each step. When this condition is met, the function assigns the corresponding reward and uses a break statement to exit the loop. This technique is effective as it ensures the first applicable reward based on the roll is assigned, preventing unnecessary further checks and maintains efficient processing by quickly concluding item assignment once a correct match is identified .

The use of cumulative probability in these reward functions is crucial for ensuring that each outcome's probability is accounted for in succession, creating a stepped threshold for each reward. By iterating over the defined reward chances and accumulating the probabilities, the function determines precise conditional checks that allow for non-overlapping allocation of computed random values (rolls). This method prevents reward opportunities from being missed if a particular reward isn't directly aligned with a random value, allowing seamless and error-free transition through potential outcomes, ultimately ensuring balanced reward distributions .

Developers might choose to use a random number generator in game functions to introduce variability and uncertainty in outcomes, which enhances user engagement by making each game interaction unique and unpredictable. This randomness can increase replayability by providing novel experiences each time. However, issues like non-uniform distribution due to flawed algorithms or bias towards certain outcomes must be addressed to ensure fair chances across the experience. Additionally, developers need to ensure randomness is adequately controlled so it doesn't lead to frustration or perceived unfairness among players .

In the forestEgg2 function, the most common reward is the 'Grass Block' associated with the 'Forest Deer' pet, having a rarity of "Common" and a 40% chance, accompanied by a 1.1x bonus multiplier. Conversely, the least common reward is the 'Pine Grass Block', linked to the 'Ancient Ent' pet, which is of "Epic" rarity with a 5% chance and a higher 2.0x bonus multiplier. This indicates a direct correlation between rarity and the bonus multiplier, where rarer items not only have a lower probability of being obtained but also offer higher benefits once acquired .

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