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Readjust Battle item odds
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1 changed files with 9 additions and 9 deletions
18
src/k_kart.c
18
src/k_kart.c
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@ -387,32 +387,32 @@ static INT32 K_KartItemOddsBattle[NUMKARTRESULTS][2] =
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//P-Odds 0 1
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//P-Odds 0 1
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/*Sneaker*/ { 2, 1 }, // Sneaker
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/*Sneaker*/ { 2, 1 }, // Sneaker
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/*Rocket Sneaker*/ { 0, 0 }, // Rocket Sneaker
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/*Rocket Sneaker*/ { 0, 0 }, // Rocket Sneaker
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/*Invincibility*/ { 2, 1 }, // Invincibility
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/*Invincibility*/ { 4, 1 }, // Invincibility
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/*Banana*/ { 1, 0 }, // Banana
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/*Banana*/ { 0, 0 }, // Banana
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/*Eggman Monitor*/ { 1, 0 }, // Eggman Monitor
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/*Eggman Monitor*/ { 1, 0 }, // Eggman Monitor
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/*Orbinaut*/ { 8, 0 }, // Orbinaut
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/*Orbinaut*/ { 8, 0 }, // Orbinaut
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/*Jawz*/ { 8, 1 }, // Jawz
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/*Jawz*/ { 8, 1 }, // Jawz
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/*Mine*/ { 6, 1 }, // Mine
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/*Mine*/ { 6, 1 }, // Mine
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/*Land Mine*/ { 0, 0 }, // Land Mine
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/*Land Mine*/ { 2, 0 }, // Land Mine
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/*Ballhog*/ { 2, 1 }, // Ballhog
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/*Ballhog*/ { 2, 1 }, // Ballhog
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/*Self-Propelled Bomb*/ { 0, 0 }, // Self-Propelled Bomb
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/*Self-Propelled Bomb*/ { 0, 0 }, // Self-Propelled Bomb
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/*Grow*/ { 2, 1 }, // Grow
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/*Grow*/ { 2, 1 }, // Grow
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/*Shrink*/ { 0, 0 }, // Shrink
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/*Shrink*/ { 0, 0 }, // Shrink
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/*Lightning Shield*/ { 4, 0 }, // Lightning Shield
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/*Lightning Shield*/ { 4, 0 }, // Lightning Shield
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/*Bubble Shield*/ { 1, 0 }, // Bubble Shield
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/*Bubble Shield*/ { 1, 0 }, // Bubble Shield
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/*Flame Shield*/ { 0, 0 }, // Flame Shield
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/*Flame Shield*/ { 1, 0 }, // Flame Shield
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/*Hyudoro*/ { 2, 0 }, // Hyudoro
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/*Hyudoro*/ { 2, 0 }, // Hyudoro
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/*Pogo Spring*/ { 2, 0 }, // Pogo Spring
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/*Pogo Spring*/ { 0, 0 }, // Pogo Spring
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/*Super Ring*/ { 0, 0 }, // Super Ring
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/*Super Ring*/ { 0, 0 }, // Super Ring
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/*Kitchen Sink*/ { 0, 0 }, // Kitchen Sink
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/*Kitchen Sink*/ { 0, 0 }, // Kitchen Sink
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/*Drop Target*/ { 0, 0 }, // Drop Target
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/*Drop Target*/ { 2, 0 }, // Drop Target
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/*Sneaker x2*/ { 0, 0 }, // Sneaker x2
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/*Sneaker x2*/ { 0, 0 }, // Sneaker x2
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/*Sneaker x3*/ { 1, 1 }, // Sneaker x3
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/*Sneaker x3*/ { 0, 1 }, // Sneaker x3
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/*Banana x3*/ { 1, 0 }, // Banana x3
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/*Banana x3*/ { 0, 0 }, // Banana x3
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/*Banana x10*/ { 1, 1 }, // Banana x10
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/*Banana x10*/ { 1, 1 }, // Banana x10
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/*Orbinaut x3*/ { 2, 0 }, // Orbinaut x3
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/*Orbinaut x3*/ { 2, 0 }, // Orbinaut x3
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/*Orbinaut x4*/ { 1, 1 }, // Orbinaut x4
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/*Orbinaut x4*/ { 1, 1 }, // Orbinaut x4
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/*Jawz x2*/ { 2, 1 } // Jawz x2
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/*Jawz x2*/ { 5, 1 } // Jawz x2
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};
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};
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#define DISTVAR (2048) // Magic number distance for use with item roulette tiers
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#define DISTVAR (2048) // Magic number distance for use with item roulette tiers
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