Phase 5: active items — room-clear charged, dedicated pedestals, Space to use
- ACTIVES table with 10 actives (Bone Nova, Offal Bomb, Blood Transfusion, Cleaver Storm, Butcher's Bell, Marrow Draught, Slaughter Time, Panic Room, Skinner's Coin, Gut Reroll); charges accrue +1/combat room, +2/boss - Dedicated 'active' pickup with weapon-style swap-drop; 30% boss / 15% item-room bonus pedestal spawns; flat +2 powerScore while held - HUD active slot with charge pips + READY state; ACTIVES help page (12 pages); teal medallion frame variant in draw_sprites.py; 10 generated icons - Procedural Sfx.active()/activeEmpty() (real clips deferred to audio batch) - Fix: toast panel width now fits the wider of title/subtitle and clamps to screen - Bump asset cache to v=40
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@@ -594,6 +594,8 @@ function onBossDeath(e) {
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addShake(12);
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// boss reward: item pedestal + a real weapon drop + stairs down
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spawnItemPedestal(W / 2 - 90, H / 2, null, 'boss');
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// 30% chance of a bonus active pedestal (additive — never replaces the passive)
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if (chance(0.30)) spawnActivePedestal(W / 2 - 160, H / 2 + 60);
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const bw = rollWeaponDrop(G.floor + 2); // bosses drop the good stuff
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spawnPickup('weapon', W / 2 + 90, H / 2, { wid: bw.id });
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spawnPickup('stairs', W / 2, H / 2 + 80);
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