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
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243359659c
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1 changed files with 16 additions and 17 deletions
33
src/k_odds.c
33
src/k_odds.c
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@ -91,33 +91,33 @@ static UINT8 K_KartItemOddsRace[NUMKARTRESULTS-1][MAXODDS] =
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{
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//0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
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//B C D E F G H I J K L M N O P Q
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{ 0, 0, 7, 11, 22, 18, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Sneaker
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{ 0, 0, 0, 0, 9, 18, 28, 8, 0, 0, 0, 0, 0, 0, 0, 0}, // Sneaker
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{ 0, 0, 0, 0, 0, 0, 0, 0, 1, 3, 7, 15, 42, 48, 37, 37}, // Rocket Sneaker
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 7, 33, 60, 75, 75}, // Invincibility
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{67, 52, 36, 22, 15, 7, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Banana
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{67, 52, 24, 22, 15, 7, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Banana
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{18, 15, 12, 7, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Eggman Monitor
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{37, 45, 50, 25, 12, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Orbinaut
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{ 0, 11, 22, 13, 9, 7, 3, 1, 0, 0, 0, 0, 0, 0, 0, 0}, // Jawz
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{15, 30, 25, 12, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Orbinaut
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{ 0, 11, 22, 9, 7, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Jawz
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{ 0, 0, 10, 9, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Mine
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{ 0, 0, 0, 0, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Ballhog
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{ 0, 0, 2, 3, 4, 5, 6, 9, 10, 12, 8, 5, 2, 2, 2, 0}, // Self-Propelled Bomb
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 7, 18, 12, 9, 0, 0}, // Grow
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 7, 18, 9, 0, 0, 0}, // Grow
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 7, 3, 0, 0}, // Shrink
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{18, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Thunder Shield
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{ 0, 0, 0, 0, 0, 3, 5, 7, 11, 9, 7, 3, 0, 0, 0, 0}, // Hyudoro
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{18, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Thunder Shield
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{ 0, 0, 0, 0, 3, 4, 5, 7, 9, 5, 5, 0, 0, 0, 0, 0}, // Hyudoro
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Pogo Spring
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Kitchen Sink
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{ 7, 11, 15, 7, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Super Ring
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{22, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Land Mine
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{ 0, 3, 18, 32, 20, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Bubble Shield
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{ 0, 0, 0, 0, 0, 0, 3, 9, 22, 26, 37, 48, 37, 18, 7, 0}, // Flame Shield
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{ 0, 0, 0, 11, 22, 40, 35, 22, 11, 7, 0, 0, 0, 0, 0, 0}, // Sneaker x2
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{ 0, 0, 0, 0, 0, 0, 1, 3, 7, 21, 45, 32, 7, 0, 0, 0}, // Sneaker x3
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{ 0, 3, 7, 7, 7, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Banana x3
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 18, 36, 37, 18, 7, 0}, // Flame Shield
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{ 0, 0, 0, 0, 0, 3, 5, 25, 20, 15, 9, 0, 0, 0, 0, 0}, // Sneaker x2
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{ 0, 0, 0, 0, 0, 0, 0, 0, 4, 7, 21, 45, 32, 7, 0, 0}, // Sneaker x3
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{ 0, 7, 7, 7, 7, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Banana x3
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{ 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Banana x10
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{ 0, 0, 0, 3, 5, 7, 9, 4, 1, 0, 0, 0, 0, 0, 0, 0}, // Orbinaut x3
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{ 0, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Orbinaut x4
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{ 0, 0, 0, 1, 5, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} // Jawz x2
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{ 0, 0, 0, 2, 5, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Orbinaut x3
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{ 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // Orbinaut x4
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{ 0, 0, 0, 1, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} // Jawz x2
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};
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static UINT8 K_KartItemOddsBattle[NUMKARTRESULTS][2] =
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@ -575,7 +575,6 @@ INT32 K_KartGetItemOdds(
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break;
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case KITEM_ROCKETSNEAKER:
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case KITEM_JAWZ:
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case KITEM_LANDMINE:
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case KRITEM_TRIPLESNEAKER:
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powerItem = true;
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@ -584,11 +583,11 @@ INT32 K_KartGetItemOdds(
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// Experiment: Given the refactoring of the item, remove it from the cooldown pool.
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// Also: a given.
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case KITEM_BALLHOG:
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case KITEM_JAWZ:
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case KRITEM_DUALJAWZ:
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case KRITEM_TRIPLEORBINAUT:
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case KRITEM_QUADORBINAUT:
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notForBottom = true;
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/*FALLTHRU*/
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case KRITEM_TRIPLEORBINAUT:
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powerItem = true;
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break;
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case KRITEM_TRIPLEBANANA:
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