More odds shit

* Increase rarity of Orbinauts, prevent them from being rolled in the bottom half entirely
* Prevent single Jawz from being rolled in the bottom half
* Move Hyudoro odds up one tier
* Move Sneaker odds back a good few tiers
* Nerf Flame Shield odds, push it further back
* 4x Orbinaut max probability is 1.3%
* 2x Jawx odds have been adjusted
This commit is contained in:
Anonimus 2025-10-13 20:09:39 -04:00
parent 243359659c
commit 76565d70c0

View file

@ -91,33 +91,33 @@ static UINT8 K_KartItemOddsRace[NUMKARTRESULTS-1][MAXODDS] =
{
//0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
//B C D E F G H I J K L M N O P Q
{ 0, 0, 7, 11, 22, 18, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Sneaker
{ 0, 0, 0, 0, 9, 18, 28, 8, 0, 0, 0, 0, 0, 0, 0, 0}, // Sneaker
{ 0, 0, 0, 0, 0, 0, 0, 0, 1, 3, 7, 15, 42, 48, 37, 37}, // Rocket Sneaker
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 7, 33, 60, 75, 75}, // Invincibility
{67, 52, 36, 22, 15, 7, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Banana
{67, 52, 24, 22, 15, 7, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Banana
{18, 15, 12, 7, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Eggman Monitor
{37, 45, 50, 25, 12, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Orbinaut
{ 0, 11, 22, 13, 9, 7, 3, 1, 0, 0, 0, 0, 0, 0, 0, 0}, // Jawz
{15, 30, 25, 12, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Orbinaut
{ 0, 11, 22, 9, 7, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Jawz
{ 0, 0, 10, 9, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Mine
{ 0, 0, 0, 0, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Ballhog
{ 0, 0, 2, 3, 4, 5, 6, 9, 10, 12, 8, 5, 2, 2, 2, 0}, // Self-Propelled Bomb
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 7, 18, 12, 9, 0, 0}, // Grow
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 7, 18, 9, 0, 0, 0}, // Grow
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 7, 3, 0, 0}, // Shrink
{18, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Thunder Shield
{ 0, 0, 0, 0, 0, 3, 5, 7, 11, 9, 7, 3, 0, 0, 0, 0}, // Hyudoro
{18, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Thunder Shield
{ 0, 0, 0, 0, 3, 4, 5, 7, 9, 5, 5, 0, 0, 0, 0, 0}, // Hyudoro
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Pogo Spring
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Kitchen Sink
{ 7, 11, 15, 7, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Super Ring
{22, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Land Mine
{ 0, 3, 18, 32, 20, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Bubble Shield
{ 0, 0, 0, 0, 0, 0, 3, 9, 22, 26, 37, 48, 37, 18, 7, 0}, // Flame Shield
{ 0, 0, 0, 11, 22, 40, 35, 22, 11, 7, 0, 0, 0, 0, 0, 0}, // Sneaker x2
{ 0, 0, 0, 0, 0, 0, 1, 3, 7, 21, 45, 32, 7, 0, 0, 0}, // Sneaker x3
{ 0, 3, 7, 7, 7, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Banana x3
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 18, 36, 37, 18, 7, 0}, // Flame Shield
{ 0, 0, 0, 0, 0, 3, 5, 25, 20, 15, 9, 0, 0, 0, 0, 0}, // Sneaker x2
{ 0, 0, 0, 0, 0, 0, 0, 0, 4, 7, 21, 45, 32, 7, 0, 0}, // Sneaker x3
{ 0, 7, 7, 7, 7, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Banana x3
{ 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Banana x10
{ 0, 0, 0, 3, 5, 7, 9, 4, 1, 0, 0, 0, 0, 0, 0, 0}, // Orbinaut x3
{ 0, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Orbinaut x4
{ 0, 0, 0, 1, 5, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} // Jawz x2
{ 0, 0, 0, 2, 5, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Orbinaut x3
{ 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Orbinaut x4
{ 0, 0, 0, 1, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} // Jawz x2
};
static UINT8 K_KartItemOddsBattle[NUMKARTRESULTS][2] =
@ -575,7 +575,6 @@ INT32 K_KartGetItemOdds(
break;
case KITEM_ROCKETSNEAKER:
case KITEM_JAWZ:
case KITEM_LANDMINE:
case KRITEM_TRIPLESNEAKER:
powerItem = true;
@ -584,11 +583,11 @@ INT32 K_KartGetItemOdds(
// Experiment: Given the refactoring of the item, remove it from the cooldown pool.
// Also: a given.
case KITEM_BALLHOG:
case KITEM_JAWZ:
case KRITEM_DUALJAWZ:
case KRITEM_TRIPLEORBINAUT:
case KRITEM_QUADORBINAUT:
notForBottom = true;
/*FALLTHRU*/
case KRITEM_TRIPLEORBINAUT:
powerItem = true;
break;
case KRITEM_TRIPLEBANANA: