06. Gacha & Random Systems
06. Gacha & Random Systems
The game has four random systems. All of them are player-friendly: no duplicates, a pity counter, or a rigged first result.
| System | Paid with | Rewards | Protection |
|---|---|---|---|
| Tool Skins | Coins (500 +200/roll) | Cosmetic skins | No duplicates |
| Spin Wheel | Free every 6h / RV / ticket | Coins, stickers, 3D, keychain | First premium spin is rigged |
| Keychain Chest | Keys (70% drop) | Random coins + keychain | Pity via default_count |
| Auction | β | 1.0β3.0Γ coins | RV "Best Offer" |
Tool Skins
[DATA skin_items.csv, skin_roll_prices.csv] [CODE β SkinManager]
Contents
- 3 tool types: Table, Glue, Hair Dryer.
- 12 skins each: 6 Common, 3 Rare, 3 Legendary. 36 skins total.
Price
- "UNLOCK RANDOM" button: starts at 500, rises +200 per roll [CODE β
SkinManager.GetCostCoin].
roll_price(k) = 500 + 200 Γ k (k = rolls already done for that tool)
| Roll # | 1 | 2 | 3 | β¦ | 11 |
|---|---|---|---|---|---|
| Price | 500 | 700 | 900 | β¦ | 2,500 |
- A full set (11 rolls, 1 default skin) = 16,500 coins. All three tools = 49,500 coins.
Randomness rules
- No duplicates, no rarity weighting. Skins are picked uniformly at random from the ones still locked [CODE β].
- Common / Rare / Legendary labels are cosmetic only and do not affect odds.
- The "spin" animation cycles 4β9 times before stopping, purely for effect.
Reshuffle
- The "RESHUFFLE CHOICES" popup (
PopSkinPanel) uses a shuffle bag without repeats. - Reshuffle cost: 500 coins or 1 RV.
Purpose
Cosmetic, plus +50 leaderboard points per skin.
Spin Wheel
[CODE β SpinWheelBase]
| Regular | Premium | |
|---|---|---|
| Segments | 6 | 6 |
| Rewards | 3D, sticker, 100 / 150 / 250 / 300 coins | keychain, sticker, 3D, 1,000 / 1,500 / 2,000 coins |
| How to get | Free every 6 hours, otherwise RV | IAP or leaderboard reward (every 10 ranks) |
wheelType: free / ticket / rv.- The first premium spin is rigged to a top prize (roll forced to 96) to make a good first impression.
Keychain Chest
[DATA keychain_chests.csv, keychain_settings.csv] [CODE β]
Flow
Finish a level β 70% chance of 1 key (only while locked keychains remain)
β max 3 keys β chest opens when keys are full
β 1 tap = 1 key β random coins min_coinβmax_coin
β after default_count opens (pity) β the keychain is awarded
| Parameter | Value |
|---|---|
| Key drop per level | 70% |
| Key capacity | 3 |
| Coins per tap | 20β240 (first chest) up to 120β440 (last chest) |
| Number of chests | 11 (for 12 keychains) |
| RV | +3 keys |
| IAP | "keychains" $1.99 = buy all keychains |
- Leaderboard points: collect key 100, place keychain 100.
Auction
See 03_Customers.md. In short: 4 random bids of 1.0β3.0 Γ 3β
reward; RV Best Offer takes the highest bid instantly; RV Multiplier Γ2.
Notes for the team
- All these random systems can be tuned from the server, since their configs live in CSVs that can be replaced remotely.
- A gacha price that rises linearly (+200) makes an unlimited sink that still feels fair, because there are no duplicates.