for(e = Buff_Type_first; e; e = e.enemy)
if(buff_Available(e.items))
{
- RandomSelection_Add(world, e.items, string_null, 1, 1 / e.count); // if it's already been chosen, give it a lower priority
+ RandomSelection_Add(world, e.items, string_null, 1, max(0.2, 1 / e.count)); // if it's already been chosen, give it a lower priority
e.count += 1;
}
ent.buffs = RandomSelection_chosen_float;