Editing Smash Ball

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*An early-game scaling factor that makes early spawns less likely
*An early-game scaling factor that makes early spawns less likely
**For simplicity, under normal circumstances, this can be treated as a value between 0 and 1 that is defined by the number of frames since the starting lockout ended divided by 6,660 <!--smashball_game_max_minute (3 minutes = 10800 frames) * smashball_drop_normal_time_mul (0.7) - smashball_start_sec (15 seconds = 900 frames) = 6660-->
**For simplicity, under normal circumstances, this can be treated as a value between 0 and 1 that is defined by the number of frames since the starting lockout ended divided by 6,660 <!--smashball_game_max_minute (3 minutes = 10800 frames) * smashball_drop_normal_time_mul (0.7) - smashball_start_sec (15 seconds = 900 frames) = 6660-->
When the lockout timer is not active, the above values get multiplied together whenever the item spawn timer expires and determines the chance for a Smash Ball to spawn. When the "early-game scaling factor" reaches 1 (after 111 seconds since the initial lockout ended) Smash Balls will have a spawn chance of 10% on High frequency, 16.25% on Med, and 33.75% on Low. This all bypasses the standard item spawn function, meaning the relative spawn weights of other items, Smash Ball's own spawn weight, and which items are enabled have no impact on the likelihood of Smash Balls appearing. This ultimately makes Smash Balls a consistent feature in matches, whereas in ''Brawl'' it could range between uncommon to very common depending on what items are enabled.
When the lockout timer is not active, the above values get multiplied together whenever the item spawn timer expires and determines the chance for a Smash Ball to spawn. When the "early-game scaling factor" reaches 1 (after 111 seconds since the initial lockout ended) will have a spawn chance of 10% on High frequency, 16.25% on Med, and 33.75% on Low. This all bypasses the standard item spawn function, meaning the relative spawn weights of other items, Smash Ball's own spawn weight, and which items are enabled have no impact on the likelihood of Smash Balls appearing. This ultimately makes Smash Balls a consistent feature in matches, whereas in ''Brawl'', it could range between uncommon to very common depending on what items are enabled.


In ''Smash 4'', the Smash Ball has a spawn weight of 150 on all stages except for [[Halberd]], where it is 5, though it is irrelevant due to aforementioned spawning mechanics. It is unable to spawn if any of the following [[Poké Ball]] Pokémon are active and will prevent them from spawning if it is active: [[Palkia]], [[Togepi]], [[Victini]], or [[Zoroark]]. It is unable to spawn if any of the following [[Assist Trophies]] are active and will prevent them from spawning if it is active: [[Devil]], [[Nightmare]], [[Skull Kid]].
In ''Smash 4'', the Smash Ball has a spawn weight of 150 on all stages except for [[Halberd]], where it is 5, though it is irrelevant due to aforementioned spawning mechanics. It is unable to spawn if any of the following [[Poké Ball]] Pokémon are active and will prevent them from spawning if it is active: [[Palkia]], [[Togepi]], [[Victini]], or [[Zoroark]]. It is unable to spawn if any of the following [[Assist Trophies]] are active and will prevent them from spawning if it is active: [[Devil]], [[Nightmare]], [[Skull Kid]].

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