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Rarity Configuration

You can manage all item rarities within the ItemsConstant module. If you don't want to add or edit rarity pass to next configuratiion

Path: ReplicatedStorage > Shared > Constants > ItemsConstant

Skipping this step

If you do not need to add or edit rarities, you can jump directly to the Items Configuration.


1. Define Rarities

You can add or edit rarities in the RARITY table. By default, the template includes:

lua
RARITY = {
    COMMON = "Common",
    UNCOMMON = "Uncommon",
    EPIC = "Epic",
    LEGENDARY = "Legendary",
    MYTHIC = "Mythic",
    DIVINE = "Divine",
    SECRET = "Secret",
}

2. Configure Rarity Colors (Gradients)

After adding or editing a rarity, you must define its visual identity. Go to the ColorsConstant module and assign a ColorSequence to your rarity. This gradient will be used for UI elements.

Path: ReplicatedStorage > Shared > Constants > ColorConstant

Example:

lua
[ItemsConstant.RARITY.COMMON] = ColorSequence.new({
    ColorSequenceKeypoint.new(0, Color3.fromRGB(200, 200, 200)),
    ColorSequenceKeypoint.new(1, Color3.fromRGB(120, 120, 120)),
}),

3. Define Display Order

To ensure features like Index and Auto-Sell work correctly, you must define the LayoutOrder for each rarity in the RarityOrder module.

Path: ReplicatedStorage > Shared > Constants > RarityOrder

Default Order:

lua
return {
    [ItemsConstant.RARITY.COMMON] = 1,
    [ItemsConstant.RARITY.UNCOMMON] = 10,
    [ItemsConstant.RARITY.EPIC] = 20,
    [ItemsConstant.RARITY.LEGENDARY] = 30,
    [ItemsConstant.RARITY.MYTHIC] = 40,
    [ItemsConstant.RARITY.DIVINE] = 50,
    [ItemsConstant.RARITY.SECRET] = 60,
}

Important: Dependency Check

If you edited or removed existing rarities (and not just added new ones), your game may not work properly until all removed rarities have been replaced in both the Dice and Items configurations.