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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@@ -65,6 +65,7 @@ function powerScore() {
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if (!p) return 0;
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let n = (p.level - 1) * PERK_POWER_WEIGHT;
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for (const iid in p.items) n += p.items[iid] * ITEM_RARITY[ITEMS[iid].rarity].power;
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if (p.active) n += 2; // holding an active item is a flat power contribution
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return Math.max(0, n);
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}
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