Mutations & Events Configuration
This section covers how to manage item Mutations and configure global server-wide Events that temporarily alter their drop rates.
1. Mutation Configuration
Mutations are unique modifiers applied to items, altering their base income and visual look.
Path: ReplicatedStorage > Shared > Config > MutationConfig
Adding a New Mutation
To create a new mutation, open the script and add a new dictionary entry inside the table with its multiplier, color gradient, and display order.
- Mult: The income multiplier applied to the item when it has this mutation (e.g.,
1.5means $+50%$ income). - Color: The
ColorSequencegradient used in the UI text or effects for this mutation. - Order: Lower numbers mean this mutation will be prioritized or displayed first in UI sorting.
Example:
Gold = {
Mult = 1.5,
Color = ColorSequence.new({
ColorSequenceKeypoint.new(0, Color3.fromHex("fbfe62")),
ColorSequenceKeypoint.new(1, Color3.fromHex("ffa50a"))
}),
Order = 3,
},Visual Asset Reminder
Don't forget that whenever you create a mutation, you must place the corresponding item models into their specific mutation folder under ReplicatedStorage > Assets > Items.
2. Server Events Configuration
Events are global server-wide occurrences (like weather changes) that temporarily alter mutation drop rates.
Path: All event modules are located as children of ReplicatedStorage > Shared > Config > MutationConfig > Events
Event Properties Breakdown
Every event module must follow the exact same structure and return a table containing these parameters:
- Display: The public name or message displayed at the bottom of the screen during the event.
- Icon: The asset image ID (
rbxassetid://...) shown in the bottom HUD. - Mutations: A custom rate table determining the drop probability of specific mutations. It uses Reversed Numbers logic (See Dice Configuration Section 3 for full details).
- Duration: How long the event lasts, written in seconds (e.g.,
120= 2 minutes). - MutateChance: The baseline chance to trigger any mutation every time a player rolls an item. This uses a decimal scale from
0to1(e.g.,0.1= 10% chance,0.5= 50% chance). - Admin: A boolean (
true/false). If set totrue, this event will never trigger naturally and can only be started manually by an admin. - Chance: The chance of this event.
Configuration Template
Example:
return {
Display = "All Weather",
Icon = "rbxassetid://91333013445699",
Mutations = {
Gold = 1, -- Most commn item in this table
Diamond = 4,
Lava = 7,
Galaxy = 10, -- Rarest item in this table
},
Duration = 120, -- 2 minutes
MutateChance = 0.1, -- 10% chance to roll a mutation
Admin = false, -- Can trigger randomly
Chance = 50,
}