DUXPLIMA Documentation

Merging and the index

Combining duplicates into rarer variants, the machines, and collection goals.

Merging

return {
    Normal = { to = "Golden", count = 5, chance = 1 },
    Golden = { to = "Rainbow", count = 5, chance = 1 },
}

The key is the variant you put in; the entry describes what you get out.

FieldMeaning
toThe variant you receive
countHow many copies a full merge needs
chanceThe success rate at a full count, 0 to 1

Five Normals give a Golden, five Goldens give a Rainbow. Both ship at 100 percent.

Partial merges

You do not have to put in the full count. The success chance scales with how many you contribute:

chance = min(putIn / count, 1) * recipe.chance
Put inWith count = 5, chance = 1Result
5100 percentAlways works
360 percentOften works
120 percentUsually fails
A failed merge consumes the pets and gives nothing

The inputs are removed before the roll, every time. A player who gambles three pets on a 60 percent merge loses all three 40 percent of the time.

That is deliberate and it is also the single most surprising thing about this system for a new player. Make sure your UI says so, or set chance = 1 and let the count be the only cost.

The rules

A merge is refused if:

ReasonMeans
NotLoadedThe profile has not loaded yet
NoPetsNothing was selected
NotOwnedA selected pet is not theirs
DuplicateThe same pet was listed twice
UnavailableA selected pet is locked or equipped
MismatchNot every pet is the same species and variant
NoRecipeThat variant has no merge recipe
TooManyMore than count were selected

Every pet must be the same species and the same variant. Five different Common pets do not merge into anything.

Locked and equipped pets are excluded, which is the safety net that stops a player merging away their best squad member.

The machines

Two world objects open the merge panel, filtered:

MachineMerges
GoldenMachineNormal into Golden
RainbowMachineGolden into Rainbow

They are found by name anywhere in Workspace, as a Model or a BasePart, and open when the player walks within range studs. See the machine list in Breakables and zones.

Adding a third tier means a new recipe, a new machine object, a new panel and a line in Config/Machines.luau.

Adding a recipe

Rainbow = { to = "Huge", count = 10, chance = 0.5 },

Any variant can merge into any other. A ten-Rainbow merge with a coin-flip chance is a plausible endgame sink.

Note that a variant used as a merge input needs a recipe keyed by its own name, and one used as an output needs to exist in Config/Variants.luau, with models if it uses a prefix.

The index

The index is the collection log: every species and variant combination that appears in any egg pool, ticked off as the player hatches them.

A pet enters the index the first time it is obtained. Deleting it does not remove the tick.

The full set is computed from the egg pools, so a pet that exists in Config/Pets.luau but appears in no pool is not part of the index at all. That is the way to add a pet that is given out by your own scripts without spoiling the collection count.

Index goals

Show = true,

Goals = {
    { pets = 5, equipSlots = 1 },
    { pets = 15, equipSlots = 2 },
    { pets = 30, equipSlots = 3 },
},

Format = "Collect {goal} pets for +{slots} equip slots!  ({have}/{goal})",
Maxed = "All equip-slot goals complete!",

Collection milestones that grant real extra equip slots.

The bonus is a total, not a sum

Reaching 30 collected gives +3 slots, not +1 +2 +3 = 6. The highest goal you have reached is your bonus.

TokenBecomes
{goal}The target count
{slots}The bonus slots
{have}How many collected
{need}How many more are needed

Show = false hides the line and keeps the bonus working, if you would rather it be a quiet reward.

Goals should be listed smallest first. The bonus is added on top of the base cap and any gamepass bonuses.

Designing goals

Equip slots are the most valuable thing in a pet simulator, so collection goals compete directly with the equip gamepass.

A workable split: gamepasses sell a large jump early, goals give a slow trickle that keeps non-paying players progressing. The shipped three goals give three slots for collecting thirty pets, against three slots for one gamepass.