Editing Item Switch

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The "Appearance %" determines the lower and upper bounds for a [[randomness|random number generator]]'s output in [[frame]]s. The generated number is a 4-byte {{iw|wikipedia|integer|computer science}} that counts down by one every frame. When that number reaches zero, and item is spawned and a new random number is generated. If the "Appearance %" is modified during a match (via [[hack]]ing) to "None" (a value of 0) then an item will spawn every frame as the generated number is always zero.
The "Appearance %" determines the lower and upper bounds for a [[randomness|random number generator]]'s output in [[frame]]s. The generated number is a 4-byte {{iw|wikipedia|integer|computer science}} that counts down by one every frame. When that number reaches zero, and item is spawned and a new random number is generated. If the "Appearance %" is modified during a match (via [[hack]]ing) to "None" (a value of 0) then an item will spawn every frame as the generated number is always zero.
{|class="wikitable"
{|class="wikitable"
!Appearance %!!Min frames!!Max frames!!Min seconds!!Max seconds
!Frequency!!Min frames!!Max frames!!Min seconds!!Max seconds
|-
|-
!scope="col"|None
!scope="col"|None
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In {{forwiiu}}, ''Brawl''{{'}}s item frequency options return. Also, as with ''Brawl'', the game provides a short description for each item. Pity Final Smashes will now be disabled if Smash Balls are set to On but item frequency is set to None.
In {{forwiiu}}, ''Brawl''{{'}}s item frequency options return. Also, as with ''Brawl'', the game provides a short description for each item. Pity Final Smashes will now be disabled if Smash Balls are set to On but item frequency is set to None.


The rates and mechanics in ''Smash 4'' are largely identical to ''Brawl'', with the exception of "High" being slower with a wider window. Although ''for Nintendo 3DS'' only uses the values for "High", the values for "Low" and "Med" are programmed, likely to ensure parity when with ''for Wii U'' players.
The rates and mechanics in ''Smash 4'' are largely identical to ''Brawl'', with the exception of having a longer possible delay on "High". Although ''for Nintendo 3DS'' only uses the values for "High", the values for "Low" and "Med" are programmed, likely to ensure parity when with ''for Wii U'' players.
{|class="wikitable"
{|class="wikitable"
!Frequency!!Min frames!!Max frames!!Min seconds!!Max seconds
!Frequency!!Min frames!!Max frames!!Min seconds!!Max seconds
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===''[[Super Smash Bros. Ultimate]]''===
===''[[Super Smash Bros. Ultimate]]''===
In ''Super Smash Bros. Ultimate'', each [[Rules#Super Smash Bros. Ultimate|ruleset]] has its own unique Item Switch, allowing players to enable and disable specific item spawns within separate rulesets. While editing a ruleset, the Item Switch can be accessed under "Items". Returning from both ''Brawl'' and ''for Wii U'' are the ability to change item spawn frequencies and short descriptions of each item's functionality.
In ''Super Smash Bros. Ultimate'', each [[Rules#Super Smash Bros. Ultimate|ruleset]] has its own unique Item Switch, allowing players to enable and disable specific item spawns within separate rulesets. While editing a ruleset, the Item Switch can be accessed under "Items". Returning from both ''Brawl'' and ''for Wii U'' are the ability to change item spawn frequencies and short descriptions of each item's functionality.
''Ultimate'' uses the same rates and ranges as ''Smash 4''.
{|class="wikitable"
!Frequency!!Min frames!!Max frames!!Min seconds!!Max seconds
|-
!scope="col"|Low
|1200||1500||20||25
|-
!scope="col"|Med
|500||800||8.333||13.333
|-
!scope="col"|High
|300||500||5||8.333
|}


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