uxrPet
Eggs, hatching, rarities, variants, following pets, breakables, merging and trading.
A complete pet simulator. Players buy eggs, hatch pets with weighted odds, equip a squad that trails behind them, send that squad to smash coin piles, merge duplicates into rarer variants and trade with each other.
Fifteen config files, one drop-in folder, and a server API for wiring it into the rest of your game.
Pages
- Setup
- Pets, rarities and variants
- Eggs and hatching
- Following and power
- Breakables and zones
- Merging and the index
- Trading
- Currencies and gamepasses
- The server API
- Settings
What it does
| Pets | A catalog of species with rarity, power, flight and a follow offset |
| Variants | Golden, Rainbow, Huge and combinations, each a multiplier and a model prefix |
| Eggs | Weighted pools, multi-open, coin or Robux prices, world platforms |
| Luck | Gamepass tiers that bias specific pool entries |
| Following | A trailing grid with hopping, flying, banking and separation |
| Power | Equipped pets combine into one boost value, summed or multiplied |
| Breakables | Coin piles your pets attack, with shared rewards and respawns |
| Merging | Five of one variant into one of the next |
| Index | A collection log with equip-slot milestones |
| Trading | Two-sided offers with a confirmation countdown |
| Announcements | Rare hatches broadcast to every server |
| API | Around thirty server functions and eight signals |
The shape of it
Everything a designer touches is a Lua table in Shared/Config, plus models dropped into
Storage. Pet models, egg models and breakable models are found by name, so adding a pet is
a config block and a model with a matching name.
The world side is a folder in Workspace holding zones and spawned pets, plus egg platforms
found by tag.
Was this page helpful?