Item system overhaul: rarity bands, per-item caps, source pools + 14 new passives
- Add ITEM_RARITY (common/uncommon/rare/legendary) with per-item tier caps - Weighted pools per source: elites favour common, item rooms uncommon, bosses rare/legendary; legendaries are boss-exclusive; capped items excluded - Rarity-weighted powerScore so deep common stacks inflate difficulty less - Differentiate duplicates: Grafted Trigger, Crow Bait, Hollow Bones, Twin Hearts - 14 new clean passives incl. Chill Gland (activates slowOnHit) and Hooked Sinew (activates magnetPull); revive magnetPull in pickups - Rarity-tinted pedestal glow + nameplates, rarity-sorted HUD implant tray, dynamic help implant pages (8 -> 9) - Generate 14 item icons via gen_assets.py; bump asset cache to v=38 - Update smoke tests for 60 items, per-item caps, pools, weighted power
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@@ -1,23 +1,37 @@
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# Items
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All **46 passive items** in MeatSlicer, with exact effects pulled from `js/items.js` and the proc logic in `js/enemies.js` / `js/player.js`.
|
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All **60 passive items** in MeatSlicer, with exact effects pulled from `js/items.js` and the proc logic in `js/enemies.js` / `js/player.js`.
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|
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---
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## How items work
|
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|
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- Items are **passive and permanent** for the run. Pick one up and its effect applies immediately.
|
||||
- **Duplicates upgrade the tier** (shown as Roman numerals **I–IX** on the pedestal and in your item tray). Each duplicate re-applies the item's effect — multiplicative stats compound, additive stats stack linearly.
|
||||
- **Tier cap is 9.** Picking up a duplicate at tier IX instead grants +150 score and 5 XP gems with a "MAX" toast.
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- There is **no rarity system**. Item rolls use a "smart roll": 50% chance to upgrade an item you already own (below cap), 50% chance of any item from the full pool — so builds naturally specialize over a run.
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- **Duplicates upgrade the tier** (shown as Roman numerals on the pedestal and in your item tray). Each duplicate re-applies the item's effect — multiplicative stats compound, additive stats stack linearly.
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- **Tier caps are per-item.** Simple stat items stack deep (up to VIII); build-defining and legendary items cap at III or I. Picking up a duplicate at cap instead grants +150 score and 5 XP gems with a "MAX" toast.
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- **Every item has a rarity band** — Common, Uncommon, Rare, or Legendary — which drives both its drop weight and how much it inflates enemy scaling (see below).
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- Item rolls use a "smart roll": a small chance to upgrade an item you already own (below cap), otherwise a weighted roll from the source's pool. Builds naturally specialize, but rares stay rare.
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### Rarity bands
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| Band | Base weight | Power/tier | Typical cap | Colour |
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|---|---|---|---|---|
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| Common | 100 | 0.5 | V–VIII | bone |
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| Uncommon | 55 | 1.0 | IV–VI | teal |
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| Rare | 25 | 1.5 | II–III | gold |
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| Legendary | 8 | 3.0 | I | red |
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**Power score** (drives enemy HP/speed scaling) = perks × 0.5 + Σ(item tier × band power). A deep stack of commons inflates difficulty far less than a few rares.
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### Where items come from
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| Source | Chance |
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|---|---|
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| Item room pedestal | Guaranteed (1 per floor) |
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| Boss kill | Guaranteed (1 pedestal) |
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| Elite enemy kill | 18% + luck × 10% |
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| Source | Chance | Pool tilt |
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|---|---|---|
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| Item room pedestal | Guaranteed (1 per floor) | Favours Uncommon / Rare |
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| Boss kill | Guaranteed (1 pedestal) | Favours Rare / **Legendary** (boss-only) |
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| Elite enemy kill | 18% + luck × 10% | Favours Common |
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Legendary items are **boss-exclusive** — they never roll from item rooms or elites. Items already at their tier cap are excluded from fresh rolls, so pedestals don't waste themselves.
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---
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@@ -29,7 +43,11 @@ All **46 passive items** in MeatSlicer, with exact effects pulled from `js/items
|
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| **Marrow Glut** | +20% damage, −10% fire rate | `dmgMul ×1.20`, `rateMul ×0.90` |
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| **Bloat Rounds** | +25% attack size, +10% damage | `sizeMul ×1.25`, `dmgMul ×1.10` |
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| **Twitch Fibers** | +20% fire rate | `rateMul ×1.20` |
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| **Grafted Trigger** | +18% fire rate | `rateMul ×1.18` |
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| **Grafted Trigger** | +18% fire rate, +6% shot speed | `rateMul ×1.18`, `shotSpeedMul ×1.06` |
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| **Bonemeal Powder** | +15% damage, +15% shot speed | `dmgMul ×1.15`, `shotSpeedMul ×1.15` |
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| **Marrow Piston** | +30% knockback, +12% attack size | `knockbackMul ×1.30`, `sizeMul ×1.12` |
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| **Whipcord Tendon** | +20% range, +8% fire rate | `rangeMul ×1.20`, `rateMul ×1.08` |
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| **Butcher's Twine** | +12% bleed, +8% fire rate | `bleed +0.12`, `rateMul ×1.08` |
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Note: attack size (`sizeMul`) also enlarges melee arcs, blast radii, acid pools, and projectile hitboxes — Bloat Rounds is secretly an AoE item.
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@@ -41,6 +59,8 @@ Note: attack size (`sizeMul`) also enlarges melee arcs, blast radii, acid pools,
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| **Lead Marrow** | +25% range | `rangeMul ×1.25` |
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| **Piercing Gaze** | Shots pierce +1 enemy | `pierce +1` |
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| **Ricochet Ribs** | Shots bounce +1 time | `bounce +1` (wall bounces) |
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| **Gyroscopic Ribs** | +2 bounce, +10% range | `bounce +2`, `rangeMul ×1.10` |
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| **Split Cortex** | +1 pierce, +1 chain | `pierce +1`, `chain +1` — Rare hybrid projectile modifier |
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| **Split Tongue** | Twin parallel shot | `split +1` — extra parallel shots per volley |
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| **Hydra Maw** | Fires 2 extra angled shots | `fan +1` — extra angled shots (±0.16 rad per level) |
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| **Homing Tumor** | Shots seek flesh (stronger per tier) | `homing +1` — homing strength `1.6 + homing × 0.7` |
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@@ -55,6 +75,8 @@ All of these trigger from your weapon hits (orbital knives proc at half chance).
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|---|---|---|
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| **Flayer Kiss** | Hits inflict heavy bleeding | `bleed +0.20` — every hit applies 2.2 s bleed at `hit damage × bleed × 0.45` DPS |
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| **Ember Jar** | 20% chance to ignite | `+0.20` chance — burn for 1.8 s at `5 × dmgMul` DPS |
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| **Chill Gland** | 18% chance to chill | `+0.18` chance — slows enemies (activates the previously unused `slowOnHit` stat) |
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| **Cinder Sump** | +12% ignite, +12% acid | `igniteChance +0.12`, `acidOnHit +0.12` — dual-element hybrid |
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| **Acid Gland** | Hits may leave acid pools | `+0.12` chance (cap 65%) — pool radius 18 × sizeMul, 2.5 s, `5 × dmgMul` DPS |
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| **Hook Rounds** | Hits pull enemies toward you | `+0.18` chance (cap 80%) — yanks the enemy toward you at speed 170 |
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| **Sledge Rounds** | More knockback, hits may stun | `knockbackMul ×1.35`, `+0.08` stun chance (cap 75%) — 0.35 s stun, non-bosses only |
|
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@@ -76,7 +98,9 @@ All of these trigger from your weapon hits (orbital knives proc at half chance).
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|---|---|---|
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| **Iron Stomach** | +½ heart container, heal ½ heart | `maxHp +1`, heal 1 |
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| **Ghoul Heart** | +2 max HP, heal 2 | `maxHp +2`, heal 2 |
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| **Twin Hearts** | +1 max heart, heal 1 heart | `maxHp +2`, heal 2 (identical to Ghoul Heart) |
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| **Twin Hearts** | +1 max heart, heal to full | `maxHp +2`, `hp = maxHp` — the premium Rare HP item |
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| **Rendered Fat** | +½ heart, +4% armor | `maxHp +1`, `armor +0.04`, heal 1 — clean hybrid HP/armor |
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| **Gristle Cord** | +0.12s hurt immunity, +4% armor | `invBonus +0.12`, `armor +0.04` |
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| **Bone Plate** | +½ shield heart each floor | `shieldPerk +1`, `shieldHp +1` — shields refill every floor (1 shield HP = ½ heart, renders as half a cyan pip) |
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| **Second Stomach** | +½ heart and excess healing shields | `maxHp +1`, heal 1, `overShield +1` — overflow healing becomes shield HP |
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| **Tanned Hide** | +8% chance to ignore damage | `armor +0.087` — block chance `armor / (1 + armor)`, cap 75% |
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@@ -99,65 +123,83 @@ All of these trigger from your weapon hits (orbital knives proc at half chance).
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| **Orbital Knives** | +1 circling knife | `orbitals +1` — each knife orbits you, dealing `12 × dmgMul × orbDmgMul` on contact (0.35 s cooldown per enemy, half proc chance) |
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| **Orbit Crown** | +25% orbital speed and damage | `orbSpeedMul ×1.25`, `orbDmgMul ×1.25` |
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| **Lucky Coin** | Better drops | `luck +0.2` |
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| **Crow Bait** | +25% drop luck | `luck +0.25` |
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| **Crow Bait** | +15% drop luck, +25% pickup radius | `luck +0.15`, `magnet ×1.25` |
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| **Magnet Maw** | +60% pickup radius | `magnet ×1.6` — magnet radius 46 × magnet px |
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| **Gorging Leech** | +20% XP gained | `xpMul ×1.20` |
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| **Reroll Rib** | +1 perk reroll each level | `rerollPerLevel +1` and +1 reroll immediately |
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| **Brass Magazine** | 15% less ammo use, +20% ammo found | `ammoEff ×1.15`, `ammoPickupMul ×1.20` (the ×1.15 stays multiplicative; the **Scrap Feed** perk's additive stacks sit underneath it) |
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| **Hollow Bones** | +12% move speed | `speedMul ×1.12` (178 → ~199 px/s at tier I) |
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| **Hollow Bones** | +14% move speed | `speedMul ×1.14` (178 → ~203 px/s at tier I) |
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| **Gorged Tick** | +15% XP, +10% luck | `xpMul ×1.15`, `luck +0.10` |
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| **Hooked Sinew** | +30% pickup pull speed, +10% radius | `magnetPull ×1.30`, `magnet ×1.10` (activates the `magnetPull` stat) |
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| **Rusted Diadem** | +40% orbital speed | `orbSpeedMul ×1.40` |
|
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| **Rimed Fang** | +4% crit chance, +25% crit damage | `crit +0.04`, `critMul +0.25` |
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---
|
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|
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## Complete item index (A–Z)
|
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|
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| # | Item | Category |
|
||||
|---|---|---|
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| 1 | Acid Gland | On-hit proc |
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| 2 | Backstabber | Shot modifier |
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| 3 | Bloodlust | On-kill |
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| 4 | Bloodshot Eye | Criticals |
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| 5 | Bloat Rounds | Damage |
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| 6 | Bone Plate | Survivability |
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| 7 | Brass Magazine | Utility |
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| 8 | Chain Sinew | On-hit proc |
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| 9 | Crow Bait | Utility |
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| 10 | Dead Man's Clock | Survivability |
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| 11 | Dead Man's Switch | On-kill |
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| 12 | Ember Jar | On-hit proc |
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| 13 | Flayer Kiss | On-hit proc |
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| 14 | Ghoul Heart | Survivability |
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| 15 | Gorging Leech | Utility |
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| 16 | Grafted Trigger | Fire rate |
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| 17 | Hollow Bones | Utility |
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| 18 | Hollow Needle | Criticals |
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| 19 | Hollow Points | Damage |
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| 20 | Homing Tumor | Shot modifier |
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| 21 | Hook Rounds | On-hit proc |
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| 22 | Hydra Maw | Shot modifier |
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| 23 | Iron Stomach | Survivability |
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| 24 | Lead Marrow | Shot modifier |
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| 25 | Lucky Coin | Utility |
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| 26 | Magnet Maw | Utility |
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| 27 | Marrow Glut | Damage |
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| 28 | Mortar Bone | On-hit proc |
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| 29 | Orbit Crown | Utility |
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| 30 | Orbital Knives | Utility |
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| 31 | Piercing Gaze | Shot modifier |
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| 32 | Reroll Rib | Utility |
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| 33 | Ricochet Ribs | Shot modifier |
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| 34 | Scalpel | Shot modifier |
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| 35 | Second Stomach | Survivability |
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| 36 | Sledge Rounds | On-hit proc |
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| 37 | Spine Cage | Survivability |
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| 38 | Spite Well | Survivability |
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| 39 | Splinter Bone | Shot modifier |
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| 40 | Split Tongue | Shot modifier |
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| 41 | Tanned Hide | Survivability |
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| 42 | Twin Hearts | Survivability |
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| 43 | Twitch Fibers | Fire rate |
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| 44 | Vampire Dentures | On-kill |
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| 45 | Volatile Bile | On-kill |
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| 46 | Worm Gut | Survivability |
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| # | Item | Rarity | Cap | Category |
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|---|---|---|---|---|
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| 1 | Acid Gland | Uncommon | VI | On-hit proc |
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| 2 | Backstabber | Rare | III | Shot modifier |
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| 3 | Bloodlust | Common | V | On-kill |
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| 4 | Bloodshot Eye | Common | VIII | Criticals |
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| 5 | Bloat Rounds | Uncommon | V | Damage |
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| 6 | Bone Plate | Rare | III | Survivability |
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| 7 | Bonemeal Powder | Common | VI | Damage |
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| 8 | Brass Magazine | Common | V | Utility |
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| 9 | Butcher's Twine | Uncommon | V | Fire rate |
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| 10 | Chain Sinew | Uncommon | VI | On-hit proc |
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| 11 | Chill Gland | Uncommon | V | On-hit proc |
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| 12 | Cinder Sump | Uncommon | V | On-hit proc |
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| 13 | Crow Bait | Common | V | Utility |
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| 14 | Dead Man's Clock | Rare | III | Survivability |
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| 15 | Dead Man's Switch | Rare | III | On-kill |
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| 16 | Ember Jar | Uncommon | V | On-hit proc |
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| 17 | Flayer Kiss | Uncommon | V | On-hit proc |
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| 18 | Ghoul Heart | Uncommon | V | Survivability |
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| 19 | Gorged Tick | Common | V | Utility |
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| 20 | Gorging Leech | Common | IV | Utility |
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| 21 | Grafted Trigger | Common | VI | Fire rate |
|
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| 22 | Gristle Cord | Uncommon | IV | Survivability |
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| 23 | Gyroscopic Ribs | Uncommon | IV | Shot modifier |
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| 24 | Hollow Bones | Common | VI | Utility |
|
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| 25 | Hollow Needle | Common | VI | Criticals |
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| 26 | Hollow Points | Common | VI | Damage |
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| 27 | Homing Tumor | Uncommon | IV | Shot modifier |
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| 28 | Hook Rounds | Uncommon | V | On-hit proc |
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| 29 | Hooked Sinew | Common | V | Utility |
|
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| 30 | Hydra Maw | Rare | III | Shot modifier |
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| 31 | Iron Stomach | Common | VIII | Survivability |
|
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| 32 | Lead Marrow | Common | VIII | Shot modifier |
|
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| 33 | Lucky Coin | Common | V | Utility |
|
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| 34 | Magnet Maw | Common | III | Utility |
|
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| 35 | Marrow Glut | Uncommon | VI | Damage |
|
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| 36 | Marrow Piston | Common | V | Damage |
|
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| 37 | Mortar Bone | Uncommon | V | On-hit proc |
|
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| 38 | Orbit Crown | Uncommon | V | Utility |
|
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| 39 | Orbital Knives | Rare | III | Utility |
|
||||
| 40 | Piercing Gaze | Uncommon | V | Shot modifier |
|
||||
| 41 | Rendered Fat | Common | VI | Survivability |
|
||||
| 42 | Reroll Rib | Rare | II | Utility |
|
||||
| 43 | Ricochet Ribs | Uncommon | V | Shot modifier |
|
||||
| 44 | Rimed Fang | Common | VI | Criticals |
|
||||
| 45 | Rusted Diadem | Uncommon | V | Utility |
|
||||
| 46 | Scalpel | Common | VIII | Shot modifier |
|
||||
| 47 | Second Stomach | Rare | III | Survivability |
|
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| 48 | Sledge Rounds | Uncommon | V | On-hit proc |
|
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| 49 | Spine Cage | Uncommon | V | Survivability |
|
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| 50 | Spite Well | Uncommon | V | Survivability |
|
||||
| 51 | Split Cortex | Rare | III | Shot modifier |
|
||||
| 52 | Splinter Bone | Rare | III | Shot modifier |
|
||||
| 53 | Split Tongue | Rare | III | Shot modifier |
|
||||
| 54 | Tanned Hide | Common | VI | Survivability |
|
||||
| 55 | Twin Hearts | Rare | III | Survivability |
|
||||
| 56 | Twitch Fibers | Common | VI | Fire rate |
|
||||
| 57 | Vampire Dentures | Uncommon | V | On-kill |
|
||||
| 58 | Volatile Bile | Rare | III | On-kill |
|
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| 59 | Whipcord Tendon | Uncommon | V | Damage |
|
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| 60 | Worm Gut | Rare | III | Survivability |
|
||||
|
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## Synergy notes
|
||||
|
||||
|
||||
@@ -6,31 +6,31 @@
|
||||
<meta name="theme-color" content="#0a0305">
|
||||
<link rel="icon" href="data:image/svg+xml,<svg xmlns=%22http://www.w3.org/2000/svg%22 viewBox=%220 0 64 64%22><text y=%2252%22 x=%2250%22 text-anchor=%22middle%22 dominant-baseline=%22middle%22 font-size=%2252%22>🔪</text></svg>">
|
||||
<title>MEATSLICER</title>
|
||||
<link rel="stylesheet" href="css/style.css?v=37">
|
||||
<link rel="stylesheet" href="css/style.css?v=38">
|
||||
</head>
|
||||
<body>
|
||||
<div id="wrap">
|
||||
<canvas id="game" width="960" height="640"></canvas>
|
||||
</div>
|
||||
<script src="js/utils.js?v=37"></script>
|
||||
<script src="js/state.js?v=37"></script>
|
||||
<script src="js/input.js?v=37"></script>
|
||||
<script src="js/sfx.js?v=37"></script>
|
||||
<script src="js/sfxbank.js?v=37"></script>
|
||||
<script src="js/audio.js?v=37"></script>
|
||||
<script src="js/sprites.js?v=37"></script>
|
||||
<script src="js/particles.js?v=37"></script>
|
||||
<script src="js/weapons.js?v=37"></script>
|
||||
<script src="js/bullets.js?v=37"></script>
|
||||
<script src="js/pickups.js?v=37"></script>
|
||||
<script src="js/items.js?v=37"></script>
|
||||
<script src="js/perks.js?v=37"></script>
|
||||
<script src="js/enemies.js?v=37"></script>
|
||||
<script src="js/bosses.js?v=37"></script>
|
||||
<script src="js/rooms.js?v=37"></script>
|
||||
<script src="js/player.js?v=37"></script>
|
||||
<script src="js/hud.js?v=37"></script>
|
||||
<script src="js/help.js?v=37"></script>
|
||||
<script src="js/main.js?v=37"></script>
|
||||
<script src="js/utils.js?v=38"></script>
|
||||
<script src="js/state.js?v=38"></script>
|
||||
<script src="js/input.js?v=38"></script>
|
||||
<script src="js/sfx.js?v=38"></script>
|
||||
<script src="js/sfxbank.js?v=38"></script>
|
||||
<script src="js/audio.js?v=38"></script>
|
||||
<script src="js/sprites.js?v=38"></script>
|
||||
<script src="js/particles.js?v=38"></script>
|
||||
<script src="js/weapons.js?v=38"></script>
|
||||
<script src="js/bullets.js?v=38"></script>
|
||||
<script src="js/pickups.js?v=38"></script>
|
||||
<script src="js/items.js?v=38"></script>
|
||||
<script src="js/perks.js?v=38"></script>
|
||||
<script src="js/enemies.js?v=38"></script>
|
||||
<script src="js/bosses.js?v=38"></script>
|
||||
<script src="js/rooms.js?v=38"></script>
|
||||
<script src="js/player.js?v=38"></script>
|
||||
<script src="js/hud.js?v=38"></script>
|
||||
<script src="js/help.js?v=38"></script>
|
||||
<script src="js/main.js?v=38"></script>
|
||||
</body>
|
||||
</html>
|
||||
@@ -593,7 +593,7 @@ function onBossDeath(e) {
|
||||
addScore(500 + G.floor * 100);
|
||||
addShake(12);
|
||||
// boss reward: item pedestal + a real weapon drop + stairs down
|
||||
spawnItemPedestal(W / 2 - 90, H / 2);
|
||||
spawnItemPedestal(W / 2 - 90, H / 2, null, 'boss');
|
||||
const bw = rollWeaponDrop(G.floor + 2); // bosses drop the good stuff
|
||||
spawnPickup('weapon', W / 2 + 90, H / 2, { wid: bw.id });
|
||||
spawnPickup('stairs', W / 2, H / 2 + 80);
|
||||
|
||||
@@ -255,7 +255,7 @@ function killEnemy(e, ang) {
|
||||
gemVal += irand(3, 5);
|
||||
spawnGems(e.x, e.y, gemVal);
|
||||
if (chance(0.18 + luck * 0.1)) {
|
||||
spawnPickup('item', e.x, e.y, { iid: randomItemId() });
|
||||
spawnPickup('item', e.x, e.y, { iid: rollItemId('elite', G.floor) });
|
||||
} else if (chance(0.6 + luck * 0.2)) {
|
||||
spawnPickup('ammo', e.x, e.y);
|
||||
}
|
||||
|
||||
@@ -4,13 +4,16 @@
|
||||
|
||||
const HELP_BUTTON = { x: W - 104, y: 24, w: 80, h: 26 };
|
||||
|
||||
// Implant pages are generated from the live ITEMS roster so the manual never
|
||||
// drifts from the game data; the count and page count are dynamic.
|
||||
const HELP_ITEM_PAGE_SIZE = 23;
|
||||
const HELP_ITEM_PAGE_COUNT = Math.ceil(Object.keys(ITEMS).length / HELP_ITEM_PAGE_SIZE);
|
||||
const HELP_PAGES = [
|
||||
{ title: 'CONTROLS' },
|
||||
{ title: 'THE LOOP' },
|
||||
{ title: 'ARSENAL' },
|
||||
{ title: 'MUTATIONS' },
|
||||
{ title: 'IMPLANTS I' },
|
||||
{ title: 'IMPLANTS II' },
|
||||
...Array.from({ length: HELP_ITEM_PAGE_COUNT }, (_, i) => ({ title: 'IMPLANTS ' + ['I', 'II', 'III', 'IV', 'V', 'VI'][i] || ('P' + (i + 1)) })),
|
||||
{ title: 'BESTIARY' },
|
||||
{ title: 'PRESSURE' },
|
||||
];
|
||||
@@ -181,31 +184,35 @@ function drawHelpPerkList(ctx, px, py) {
|
||||
}
|
||||
}
|
||||
|
||||
function drawHelpItemList(ctx, px, py, half) {
|
||||
function drawHelpItemList(ctx, px, py, page) {
|
||||
const x = px + 40;
|
||||
let ty = py + HELP_BODY;
|
||||
ctx.textAlign = 'left';
|
||||
const total = Object.keys(ITEMS).length;
|
||||
ctx.fillStyle = '#d7a934'; ctx.font = hfont(9, true);
|
||||
ctx.fillText('46 IMPLANTS · STACK TO TIER IX · DUPLICATE ROLLS FAVORED · TIER IX → +150 SCORE', x, ty);
|
||||
ctx.fillText(total + ' IMPLANTS · PER-ITEM TIER CAPS · RARITY-WEIGHTED POOLS · DUPLICATE ROLLS FAVORED', x, ty);
|
||||
ty += 11;
|
||||
ctx.fillStyle = '#7d6a68'; ctx.font = hfont(8, false);
|
||||
ctx.fillText('STICKINESS RAMPS 10% PER DISTINCT UPGRADABLE ITEM OWNED (CAP 50%) · PAGE ' + (half + 1) + ' OF 2', x, ty + 11);
|
||||
ctx.fillText('ELITES FAVOUR COMMON · ITEM ROOMS FAVOUR UNCOMMON · BOSSES FAVOUR RARE/LEGENDARY · PAGE ' + (page + 1) + ' OF ' + HELP_ITEM_PAGE_COUNT, x, ty + 11);
|
||||
ty += 34;
|
||||
const entries = Object.entries(ITEMS);
|
||||
const halfEntries = entries.slice(half * 23, half * 23 + 23);
|
||||
const pageEntries = entries.slice(page * HELP_ITEM_PAGE_SIZE, page * HELP_ITEM_PAGE_SIZE + HELP_ITEM_PAGE_SIZE);
|
||||
const colW = (HELP_PANEL.w - 80) / 2;
|
||||
for (let i = 0; i < halfEntries.length; i++) {
|
||||
for (let i = 0; i < pageEntries.length; i++) {
|
||||
const col = Math.floor(i / 12), r = i % 12;
|
||||
const lx = x + col * colW, ly = ty + r * 20;
|
||||
ctx.fillStyle = '#e3b746'; ctx.font = hfont(8, true);
|
||||
ctx.fillText(halfEntries[i][1].name.toUpperCase(), lx, ly);
|
||||
const [iid, item] = pageEntries[i];
|
||||
const rar = ITEM_RARITY[item.rarity];
|
||||
ctx.fillStyle = rar.color; ctx.font = hfont(8, true);
|
||||
ctx.fillText(item.name.toUpperCase(), lx, ly);
|
||||
ctx.fillStyle = '#5f4d4d'; ctx.font = hfont(7, true);
|
||||
ctx.fillText(item.rarity.toUpperCase().slice(0, 3) + '·' + item.cap, lx, ly + 12);
|
||||
ctx.fillStyle = '#a08d84'; ctx.font = hfont(8, false);
|
||||
ctx.fillText(fit(halfEntries[i][1].desc.toUpperCase(), 40), lx, ly + 12);
|
||||
ctx.fillText(fit(item.desc.toUpperCase(), 34), lx + 52, ly + 12);
|
||||
}
|
||||
}
|
||||
|
||||
function drawHelpItemList1(ctx, px, py) { drawHelpItemList(ctx, px, py, 0); }
|
||||
function drawHelpItemList2(ctx, px, py) { drawHelpItemList(ctx, px, py, 1); }
|
||||
const HELP_ITEM_RENDERERS = Array.from({ length: HELP_ITEM_PAGE_COUNT }, (_, i) => (c, x, y) => drawHelpItemList(c, x, y, i));
|
||||
|
||||
function drawHelpBestiary(ctx, px, py) {
|
||||
const x = px + 40;
|
||||
@@ -276,7 +283,7 @@ function drawHelpPressure(ctx, px, py) {
|
||||
], HELP_PANEL.w - 80);
|
||||
}
|
||||
|
||||
const HELP_RENDERERS = [drawHelpControls, drawHelpLoop, drawHelpArsenal, drawHelpPerkList, drawHelpItemList1, drawHelpItemList2, drawHelpBestiary, drawHelpPressure];
|
||||
const HELP_RENDERERS = [drawHelpControls, drawHelpLoop, drawHelpArsenal, drawHelpPerkList, ...HELP_ITEM_RENDERERS, drawHelpBestiary, drawHelpPressure];
|
||||
|
||||
function drawPauseHelp(ctx) {
|
||||
ctx.fillStyle = 'rgba(4,2,3,0.84)';
|
||||
|
||||
@@ -109,7 +109,9 @@ function drawHUD(ctx) {
|
||||
ctx.fillText(holsterEmpty ? 'NEEDS AMMO' : Math.ceil(p.holstered.ammo) + ' AMMO', 289, 125 + vOff);
|
||||
}
|
||||
|
||||
const allItemEntries = Object.entries(p.items);
|
||||
const rarityRank = { legendary: 0, rare: 1, uncommon: 2, common: 3 };
|
||||
const allItemEntries = Object.entries(p.items).sort((a, b) =>
|
||||
(rarityRank[ITEMS[a[0]].rarity] - rarityRank[ITEMS[b[0]].rarity]) || (b[1] - a[1]));
|
||||
const maxVisibleItems = allItemEntries.length > 24 ? 23 : 24;
|
||||
const itemEntries = allItemEntries.slice(0, maxVisibleItems);
|
||||
if (itemEntries.length) {
|
||||
|
||||
@@ -1,73 +1,142 @@
|
||||
// ---- Isaac-style stacking passive items ----
|
||||
|
||||
const ITEMS = {
|
||||
hollowpoints: { name: 'Hollow Points', desc: '+25% damage', apply: s => { s.dmgMul *= 1.25; } },
|
||||
twitch: { name: 'Twitch Fibers', desc: '+20% fire rate', apply: s => { s.rateMul *= 1.20; } },
|
||||
scalpel: { name: 'Scalpel', desc: '+25% shot speed', apply: s => { s.shotSpeedMul *= 1.25; } },
|
||||
leadmarrow: { name: 'Lead Marrow', desc: '+25% range', apply: s => { s.rangeMul *= 1.25; } },
|
||||
piercegaze: { name: 'Piercing Gaze', desc: 'Shots pierce +1 enemy', apply: s => { s.pierce += 1; } },
|
||||
ricochet: { name: 'Ricochet Ribs', desc: 'Shots bounce +1 time', apply: s => { s.bounce += 1; } },
|
||||
splittongue: { name: 'Split Tongue', desc: 'Twin parallel shot', apply: s => { s.split += 1; } },
|
||||
hydramaw: { name: 'Hydra Maw', desc: 'Fires 2 extra angled shots', apply: s => { s.fan += 1; } },
|
||||
homingtumor: { name: 'Homing Tumor', desc: 'Shots seek flesh (stronger per tier)', apply: s => { s.homing = (s.homing || 0) + 1; } },
|
||||
orbitalknives: { name: 'Orbital Knives', desc: '+1 circling knife', apply: s => { s.orbitals += 1; } },
|
||||
dentures: { name: 'Vampire Dentures', desc: 'Kills may heal you', apply: s => { s.lifestealChance += 0.04; } },
|
||||
volatilebile: { name: 'Volatile Bile', desc: 'Kills explode (bigger per tier)', apply: s => { s.explodeOnKill = (s.explodeOnKill || 0) + 1; } },
|
||||
backstabber: { name: 'Backstabber', desc: '+1 rear shot', apply: s => { s.rear = (s.rear || 0) + 1; } },
|
||||
splinterbone: { name: 'Splinter Bone', desc: 'Shots shatter into +2 shards on hit', apply: s => { s.splinter = (s.splinter || 0) + 2; } },
|
||||
ironstomach: { name: 'Iron Stomach', desc: '+½ heart container, heal ½ heart', apply: (s, p) => { s.maxHp += 1; p.hp = Math.min(s.maxHp, p.hp + 1); } },
|
||||
luckycoin: { name: 'Lucky Coin', desc: 'Better drops', apply: s => { s.luck += 0.2; } },
|
||||
magnetmaw: { name: 'Magnet Maw', desc: '+60% pickup radius', apply: s => { s.magnet *= 1.6; } },
|
||||
bloodlust: { name: 'Bloodlust', desc: 'Kills may drop bonus XP', apply: s => { s.bloodlust = (s.bloodlust || 0) + 0.12; } },
|
||||
ghoulheart: { name: 'Ghoul Heart', desc: '+2 max HP, heal 2', apply: (s, p) => { s.maxHp += 2; p.hp = Math.min(s.maxHp, p.hp + 2); } },
|
||||
chainsinew: { name: 'Chain Sinew', desc: 'Hits arc to +1 nearby enemy', apply: s => { s.chain += 1; } },
|
||||
mortarbone: { name: 'Mortar Bone', desc: 'Every sixth hit erupts', apply: s => { s.mortar += 1; } },
|
||||
bloatrounds: { name: 'Bloat Rounds', desc: '+25% attack size, +10% damage', apply: s => { s.sizeMul *= 1.25; s.dmgMul *= 1.10; } },
|
||||
marrowglut: { name: 'Marrow Glut', desc: '+20% damage, -10% fire rate', apply: s => { s.dmgMul *= 1.20; s.rateMul *= 0.90; } },
|
||||
hollowneedle: { name: 'Hollow Needle', desc: '+50% critical damage', apply: s => { s.critMul += 0.50; } },
|
||||
bloodshoteye: { name: 'Bloodshot Eye', desc: '+6% critical chance', apply: s => { s.crit += 0.06; } },
|
||||
flayerkiss: { name: 'Flayer Kiss', desc: 'Hits inflict heavy bleeding', apply: s => { s.bleed += 0.20; } },
|
||||
emberjar: { name: 'Ember Jar', desc: '20% chance to ignite', apply: s => { s.igniteChance += 0.20; } },
|
||||
acidgland: { name: 'Acid Gland', desc: 'Hits may leave acid pools', apply: s => { s.acidOnHit += 0.12; } },
|
||||
hookrounds: { name: 'Hook Rounds', desc: 'Hits pull enemies toward you', apply: s => { s.pullOnHit += 0.18; } },
|
||||
sledgerounds: { name: 'Sledge Rounds', desc: 'More knockback, hits may stun', apply: s => { s.knockbackMul *= 1.35; s.stunOnHit += 0.08; } },
|
||||
graftedtrigger:{ name: 'Grafted Trigger', desc: '+18% fire rate', apply: s => { s.rateMul *= 1.18; } },
|
||||
deadmanswitch: { name: "Dead Man's Switch", desc: 'Kills trigger a fire-rate frenzy', apply: s => { s.frenzy += 0.12; } },
|
||||
orbitcrown: { name: 'Orbit Crown', desc: '+25% orbital speed and damage', apply: s => { s.orbSpeedMul *= 1.25; s.orbDmgMul *= 1.25; } },
|
||||
tannedhide: { name: 'Tanned Hide', desc: '+8% chance to ignore damage', apply: s => { s.armor += 0.08 / 0.92; } },
|
||||
deadmansclock: { name: "Dead Man's Clock", desc: '+0.25s hurt immunity', apply: s => { s.invBonus += 0.25; } },
|
||||
hollowbones: { name: 'Hollow Bones', desc: '+12% move speed', apply: s => { s.speedMul *= 1.12; } },
|
||||
boneplate: { name: 'Bone Plate', desc: '+½ shield heart each floor', apply: (s, p) => { s.shieldPerk = (s.shieldPerk || 0) + 1; p.shieldHp += 1; } },
|
||||
wormgut: { name: 'Worm Gut', desc: 'Heal ½ heart after combat rooms', apply: s => { s.roomHeal += 1; } },
|
||||
spinecage: { name: 'Spine Cage', desc: 'Contact attackers take damage', apply: s => { s.thorns += 8; } },
|
||||
secondstomach: { name: 'Second Stomach', desc: '+½ heart and excess healing shields', apply: (s, p) => { s.maxHp += 1; s.overShield += 1; p.hp = Math.min(s.maxHp, p.hp + 1); } },
|
||||
spitewell: { name: 'Spite Well', desc: 'Taking damage releases a blood nova', apply: s => { s.retaliate += 10; } },
|
||||
twinhearts: { name: 'Twin Hearts', desc: '+1 max heart, heal 1 heart', apply: (s, p) => { s.maxHp += 2; p.hp = Math.min(s.maxHp, p.hp + 2); } },
|
||||
brassmagazine: { name: 'Brass Magazine', desc: '15% less ammo use, +20% ammo found', apply: s => { s.ammoEff *= 1.15; s.ammoPickupMul *= 1.20; } },
|
||||
crowbait: { name: 'Crow Bait', desc: '+25% drop luck', apply: s => { s.luck += 0.25; } },
|
||||
gorgingleech: { name: 'Gorging Leech', desc: '+20% XP gained', apply: s => { s.xpMul *= 1.20; } },
|
||||
rerollrib: { name: 'Reroll Rib', desc: '+1 perk reroll each level', apply: s => { s.rerollPerLevel += 1; s.rerolls += 1; } },
|
||||
const ITEM_RARITY = {
|
||||
common: { weight: 100, power: 0.5, color: '#c9b8ae' },
|
||||
uncommon: { weight: 55, power: 1.0, color: '#6fb1c0' },
|
||||
rare: { weight: 25, power: 1.5, color: '#c9a227' },
|
||||
legendary: { weight: 8, power: 3.0, color: '#e2472f' },
|
||||
};
|
||||
|
||||
// Stickiness ramps with commitment: 10% per distinct upgradable item owned,
|
||||
// capped at 50%. Your first pickup barely biases the pool, so early drops vary.
|
||||
function randomItemId() {
|
||||
const p = G.player;
|
||||
const owned = p ? Object.keys(p.items).filter(iid => (p.items[iid] || 0) < ITEM_LEVEL_CAP) : [];
|
||||
const stick = Math.min(0.5, owned.length * 0.10);
|
||||
if (owned.length && chance(stick)) return choice(owned);
|
||||
return choice(Object.keys(ITEMS));
|
||||
}
|
||||
const ITEMS = {
|
||||
// ---- common ----
|
||||
hollowpoints: { name: 'Hollow Points', desc: '+25% damage', rarity: 'common', cap: 6, apply: s => { s.dmgMul *= 1.25; } },
|
||||
twitch: { name: 'Twitch Fibers', desc: '+20% fire rate', rarity: 'common', cap: 6, apply: s => { s.rateMul *= 1.20; } },
|
||||
graftedtrigger:{ name: 'Grafted Trigger', desc: '+18% fire rate, +6% shot speed', rarity: 'common', cap: 6, apply: s => { s.rateMul *= 1.18; s.shotSpeedMul *= 1.06; } },
|
||||
scalpel: { name: 'Scalpel', desc: '+25% shot speed', rarity: 'common', cap: 8, apply: s => { s.shotSpeedMul *= 1.25; } },
|
||||
leadmarrow: { name: 'Lead Marrow', desc: '+25% range', rarity: 'common', cap: 8, apply: s => { s.rangeMul *= 1.25; } },
|
||||
bloodshoteye: { name: 'Bloodshot Eye', desc: '+6% critical chance', rarity: 'common', cap: 8, apply: s => { s.crit += 0.06; } },
|
||||
hollowneedle: { name: 'Hollow Needle', desc: '+50% critical damage', rarity: 'common', cap: 6, apply: s => { s.critMul += 0.50; } },
|
||||
luckycoin: { name: 'Lucky Coin', desc: 'Better drops', rarity: 'common', cap: 5, apply: s => { s.luck += 0.2; } },
|
||||
crowbait: { name: 'Crow Bait', desc: '+15% luck, +25% pickup radius', rarity: 'common', cap: 5, apply: s => { s.luck += 0.15; s.magnet *= 1.25; } },
|
||||
magnetmaw: { name: 'Magnet Maw', desc: '+60% pickup radius', rarity: 'common', cap: 3, apply: s => { s.magnet *= 1.6; } },
|
||||
gorgingleech: { name: 'Gorging Leech', desc: '+20% XP gained', rarity: 'common', cap: 4, apply: s => { s.xpMul *= 1.20; } },
|
||||
hollowbones: { name: 'Hollow Bones', desc: '+14% move speed', rarity: 'common', cap: 6, apply: s => { s.speedMul *= 1.14; } },
|
||||
brassmagazine: { name: 'Brass Magazine', desc: '15% less ammo use, +20% ammo found', rarity: 'common', cap: 5, apply: s => { s.ammoEff *= 1.15; s.ammoPickupMul *= 1.20; } },
|
||||
ironstomach: { name: 'Iron Stomach', desc: '+½ heart container, heal ½ heart', rarity: 'common', cap: 8, apply: (s, p) => { s.maxHp += 1; p.hp = Math.min(s.maxHp, p.hp + 1); } },
|
||||
tannedhide: { name: 'Tanned Hide', desc: '+8% chance to ignore damage', rarity: 'common', cap: 6, apply: s => { s.armor += 0.08 / 0.92; } },
|
||||
bloodlust: { name: 'Bloodlust', desc: 'Kills may drop bonus XP', rarity: 'common', cap: 5, apply: s => { s.bloodlust = (s.bloodlust || 0) + 0.12; } },
|
||||
|
||||
// ---- uncommon ----
|
||||
bloatrounds: { name: 'Bloat Rounds', desc: '+25% attack size, +10% damage', rarity: 'uncommon', cap: 5, apply: s => { s.sizeMul *= 1.25; s.dmgMul *= 1.10; } },
|
||||
marrowglut: { name: 'Marrow Glut', desc: '+20% damage, -10% fire rate', rarity: 'uncommon', cap: 6, apply: s => { s.dmgMul *= 1.20; s.rateMul *= 0.90; } },
|
||||
piercegaze: { name: 'Piercing Gaze', desc: 'Shots pierce +1 enemy', rarity: 'uncommon', cap: 5, apply: s => { s.pierce += 1; } },
|
||||
ricochet: { name: 'Ricochet Ribs', desc: 'Shots bounce +1 time', rarity: 'uncommon', cap: 5, apply: s => { s.bounce += 1; } },
|
||||
flayerkiss: { name: 'Flayer Kiss', desc: 'Hits inflict heavy bleeding', rarity: 'uncommon', cap: 5, apply: s => { s.bleed += 0.20; } },
|
||||
emberjar: { name: 'Ember Jar', desc: '20% chance to ignite', rarity: 'uncommon', cap: 5, apply: s => { s.igniteChance += 0.20; } },
|
||||
acidgland: { name: 'Acid Gland', desc: 'Hits may leave acid pools', rarity: 'uncommon', cap: 6, apply: s => { s.acidOnHit += 0.12; } },
|
||||
hookrounds: { name: 'Hook Rounds', desc: 'Hits pull enemies toward you', rarity: 'uncommon', cap: 5, apply: s => { s.pullOnHit += 0.18; } },
|
||||
sledgerounds: { name: 'Sledge Rounds', desc: 'More knockback, hits may stun', rarity: 'uncommon', cap: 5, apply: s => { s.knockbackMul *= 1.35; s.stunOnHit += 0.08; } },
|
||||
chainsinew: { name: 'Chain Sinew', desc: 'Hits arc to +1 nearby enemy', rarity: 'uncommon', cap: 6, apply: s => { s.chain += 1; } },
|
||||
mortarbone: { name: 'Mortar Bone', desc: 'Every sixth hit erupts', rarity: 'uncommon', cap: 5, apply: s => { s.mortar += 1; } },
|
||||
homingtumor: { name: 'Homing Tumor', desc: 'Shots seek flesh (stronger per tier)', rarity: 'uncommon', cap: 4, apply: s => { s.homing = (s.homing || 0) + 1; } },
|
||||
dentures: { name: 'Vampire Dentures', desc: 'Kills may heal you', rarity: 'uncommon', cap: 5, apply: s => { s.lifestealChance += 0.04; } },
|
||||
spinecage: { name: 'Spine Cage', desc: 'Contact attackers take damage', rarity: 'uncommon', cap: 5, apply: s => { s.thorns += 8; } },
|
||||
spitewell: { name: 'Spite Well', desc: 'Taking damage releases a blood nova', rarity: 'uncommon', cap: 5, apply: s => { s.retaliate += 10; } },
|
||||
orbitcrown: { name: 'Orbit Crown', desc: '+25% orbital speed and damage', rarity: 'uncommon', cap: 5, apply: s => { s.orbSpeedMul *= 1.25; s.orbDmgMul *= 1.25; } },
|
||||
ghoulheart: { name: 'Ghoul Heart', desc: '+2 max HP, heal 2', rarity: 'uncommon', cap: 5, apply: (s, p) => { s.maxHp += 2; p.hp = Math.min(s.maxHp, p.hp + 2); } },
|
||||
|
||||
// ---- rare ----
|
||||
splittongue: { name: 'Split Tongue', desc: 'Twin parallel shot', rarity: 'rare', cap: 3, apply: s => { s.split += 1; } },
|
||||
hydramaw: { name: 'Hydra Maw', desc: 'Fires 2 extra angled shots', rarity: 'rare', cap: 3, apply: s => { s.fan += 1; } },
|
||||
backstabber: { name: 'Backstabber', desc: '+1 rear shot', rarity: 'rare', cap: 3, apply: s => { s.rear = (s.rear || 0) + 1; } },
|
||||
splinterbone: { name: 'Splinter Bone', desc: 'Shots shatter into +2 shards on hit', rarity: 'rare', cap: 3, apply: s => { s.splinter = (s.splinter || 0) + 2; } },
|
||||
orbitalknives: { name: 'Orbital Knives', desc: '+1 circling knife', rarity: 'rare', cap: 3, apply: s => { s.orbitals += 1; } },
|
||||
volatilebile: { name: 'Volatile Bile', desc: 'Kills explode (bigger per tier)', rarity: 'rare', cap: 3, apply: s => { s.explodeOnKill = (s.explodeOnKill || 0) + 1; } },
|
||||
deadmanswitch: { name: "Dead Man's Switch", desc: 'Kills trigger a fire-rate frenzy', rarity: 'rare', cap: 3, apply: s => { s.frenzy += 0.12; } },
|
||||
boneplate: { name: 'Bone Plate', desc: '+½ shield heart each floor', rarity: 'rare', cap: 3, apply: (s, p) => { s.shieldPerk = (s.shieldPerk || 0) + 1; p.shieldHp += 1; } },
|
||||
wormgut: { name: 'Worm Gut', desc: 'Heal ½ heart after combat rooms', rarity: 'rare', cap: 3, apply: s => { s.roomHeal += 1; } },
|
||||
secondstomach: { name: 'Second Stomach', desc: '+½ heart and excess healing shields', rarity: 'rare', cap: 3, apply: (s, p) => { s.maxHp += 1; s.overShield += 1; p.hp = Math.min(s.maxHp, p.hp + 1); } },
|
||||
twinhearts: { name: 'Twin Hearts', desc: '+1 max heart, heal to full', rarity: 'rare', cap: 3, apply: (s, p) => { s.maxHp += 2; p.hp = s.maxHp; } },
|
||||
deadmansclock: { name: "Dead Man's Clock", desc: '+0.25s hurt immunity', rarity: 'rare', cap: 3, apply: s => { s.invBonus += 0.25; } },
|
||||
rerollrib: { name: 'Reroll Rib', desc: '+1 perk reroll each level', rarity: 'rare', cap: 2, apply: s => { s.rerollPerLevel += 1; s.rerolls += 1; } },
|
||||
|
||||
// ---- phase 2 additions (clean, no new engine hooks) ----
|
||||
chillgland: { name: 'Chill Gland', desc: '18% chance to chill', rarity: 'uncommon', cap: 5, apply: s => { s.slowOnHit += 0.18; } },
|
||||
hookedsinew: { name: 'Hooked Sinew', desc: '+30% pickup pull speed, +10% radius', rarity: 'common', cap: 5, apply: s => { s.magnetPull *= 1.30; s.magnet *= 1.10; } },
|
||||
gyroscopicribs:{ name: 'Gyroscopic Ribs', desc: '+2 bounce, +10% range', rarity: 'uncommon', cap: 4, apply: s => { s.bounce += 2; s.rangeMul *= 1.10; } },
|
||||
marrowpiston: { name: 'Marrow Piston', desc: '+30% knockback, +12% attack size', rarity: 'common', cap: 5, apply: s => { s.knockbackMul *= 1.30; s.sizeMul *= 1.12; } },
|
||||
splitcortex: { name: 'Split Cortex', desc: '+1 pierce, +1 chain', rarity: 'rare', cap: 3, apply: s => { s.pierce += 1; s.chain += 1; } },
|
||||
gristlecord: { name: 'Gristle Cord', desc: '+0.12s hurt immunity, +4% armor', rarity: 'uncommon', cap: 4, apply: s => { s.invBonus += 0.12; s.armor += 0.04; } },
|
||||
renderedfat: { name: 'Rendered Fat', desc: '+½ heart, +4% armor', rarity: 'common', cap: 6, apply: (s, p) => { s.maxHp += 1; s.armor += 0.04; p.hp = Math.min(s.maxHp, p.hp + 1); } },
|
||||
whipcordtendon:{ name: 'Whipcord Tendon', desc: '+20% range, +8% fire rate', rarity: 'uncommon', cap: 5, apply: s => { s.rangeMul *= 1.20; s.rateMul *= 1.08; } },
|
||||
rusteddiadem: { name: 'Rusted Diadem', desc: '+40% orbital speed', rarity: 'uncommon', cap: 5, apply: s => { s.orbSpeedMul *= 1.40; } },
|
||||
gorgedtick: { name: 'Gorged Tick', desc: '+15% XP, +10% luck', rarity: 'common', cap: 5, apply: s => { s.xpMul *= 1.15; s.luck += 0.10; } },
|
||||
bonemealpowder:{ name: 'Bonemeal Powder', desc: '+15% damage, +15% shot speed', rarity: 'common', cap: 6, apply: s => { s.dmgMul *= 1.15; s.shotSpeedMul *= 1.15; } },
|
||||
rimedfang: { name: 'Rimed Fang', desc: '+4% crit chance, +25% crit damage', rarity: 'common', cap: 6, apply: s => { s.crit += 0.04; s.critMul += 0.25; } },
|
||||
butcherstwine: { name: 'Butcher\'s Twine', desc: '+12% bleed, +8% fire rate', rarity: 'uncommon', cap: 5, apply: s => { s.bleed += 0.12; s.rateMul *= 1.08; } },
|
||||
cindersump: { name: 'Cinder Sump', desc: '+12% ignite, +12% acid', rarity: 'uncommon', cap: 5, apply: s => { s.igniteChance += 0.12; s.acidOnHit += 0.12; } },
|
||||
};
|
||||
|
||||
const ITEM_LEVEL_CAP = 9;
|
||||
function itemCap(iid) { return ITEMS[iid].cap ?? ITEM_LEVEL_CAP; }
|
||||
|
||||
function romanNum(n) { return ['I', 'II', 'III', 'IV', 'V', 'VI', 'VII', 'VIII', 'IX'][n - 1] || ('Lv' + n); }
|
||||
|
||||
// ---- pools: hybrid weighted table, legendaries are boss-only ----
|
||||
const ITEM_POOL_WEIGHTS = {
|
||||
elite: { common: 100, uncommon: 45, rare: 8, legendary: 0 },
|
||||
room: { common: 45, uncommon: 85, rare: 40, legendary: 0 },
|
||||
boss: { common: 12, uncommon: 45, rare: 70, legendary: 45 },
|
||||
};
|
||||
const ITEM_POOL_STICK = { elite: 1.0, room: 0.7, boss: 0.35 };
|
||||
|
||||
function rollItemId(source, floor) {
|
||||
const p = G.player;
|
||||
const w = ITEM_POOL_WEIGHTS[source] || ITEM_POOL_WEIGHTS.room;
|
||||
const f = floor || G.floor || 1;
|
||||
|
||||
// distinct upgradable items owned, not yet at their own cap
|
||||
const owned = p ? Object.keys(p.items).filter(iid => (p.items[iid] || 0) < itemCap(iid)) : [];
|
||||
const stick = Math.min(0.5, owned.length * 0.10) * (ITEM_POOL_STICK[source] || 1);
|
||||
if (owned.length && chance(stick)) return choice(owned);
|
||||
|
||||
// floor-scaled rarity table, boss-excluding legendaries from non-boss sources
|
||||
const floorScale = {
|
||||
common: Math.max(0.4, 1 - f * 0.05),
|
||||
uncommon: 1,
|
||||
rare: 1 + f * 0.08,
|
||||
legendary: 1 + f * 0.10,
|
||||
};
|
||||
let total = 0;
|
||||
const weights = {};
|
||||
for (const r in w) {
|
||||
const rw = w[r] * floorScale[r];
|
||||
weights[r] = rw;
|
||||
total += rw;
|
||||
}
|
||||
let roll = Math.random() * total;
|
||||
let band = 'common';
|
||||
for (const r in weights) { roll -= weights[r]; if (roll <= 0) { band = r; break; } }
|
||||
|
||||
// candidates in the band that are not already capped
|
||||
let pool = Object.keys(ITEMS).filter(iid => ITEMS[iid].rarity === band && (p ? (p.items[iid] || 0) < itemCap(iid) : true));
|
||||
// if the band is exhausted, fall back to any unmaxed item
|
||||
if (!pool.length) pool = Object.keys(ITEMS).filter(iid => p ? (p.items[iid] || 0) < itemCap(iid) : true);
|
||||
// absolute fallback: full pool (everything capped -> giveItem converts to score)
|
||||
if (!pool.length) pool = Object.keys(ITEMS);
|
||||
return choice(pool);
|
||||
}
|
||||
|
||||
// legacy alias used by tests / older call sites
|
||||
function randomItemId() { return rollItemId('room', G.floor); }
|
||||
|
||||
// duplicate pickups upgrade the item's quality (effect re-applies per tier)
|
||||
function giveItem(iid) {
|
||||
const p = G.player;
|
||||
const item = ITEMS[iid];
|
||||
const lvl = p.items[iid] || 0;
|
||||
if (lvl >= ITEM_LEVEL_CAP) {
|
||||
const cap = itemCap(iid);
|
||||
if (lvl >= cap) {
|
||||
addScore(150);
|
||||
spawnGems(p.x, p.y, 5);
|
||||
addToast(item.name + ' MAX', 'already mastered — +150 score');
|
||||
@@ -87,8 +156,8 @@ function giveItem(iid) {
|
||||
refreshOrbitals(p);
|
||||
}
|
||||
|
||||
// spawn an item pedestal (item room / boss reward)
|
||||
function spawnItemPedestal(x, y, iid) {
|
||||
// spawn an item pedestal (item room / boss reward); source drives the pool roll
|
||||
function spawnItemPedestal(x, y, iid, source) {
|
||||
spawnPickup('itemspot', x, y);
|
||||
spawnPickup('item', x, y, { iid: iid || randomItemId() });
|
||||
spawnPickup('item', x, y, { iid: iid || rollItemId(source || 'room', G.floor) });
|
||||
}
|
||||
@@ -51,7 +51,7 @@ function updatePickups(dt) {
|
||||
// gems & small pickups fly to the player inside magnet radius
|
||||
if ((k.type === 'gem' || k.type === 'heart' || k.type === 'ammo') && d < magR) {
|
||||
const a = angleTo(k.x, k.y, p.x, p.y);
|
||||
const sp = lerp(320, 60, d / magR);
|
||||
const sp = lerp(320, 60, d / magR) * p.stats.magnetPull;
|
||||
k.x += Math.cos(a) * sp * dt; k.y += Math.sin(a) * sp * dt;
|
||||
}
|
||||
|
||||
@@ -164,12 +164,13 @@ function drawPickups(ctx) {
|
||||
} else if (k.type === 'itemspot') {
|
||||
Sprites.draw(ctx, 'pedestal', k.x, k.y, 0, 64);
|
||||
} else if (k.type === 'item') {
|
||||
const rarColor = ITEM_RARITY[ITEMS[k.iid].rarity].color;
|
||||
ctx.save();
|
||||
ctx.globalAlpha = 0.2 + Math.sin(k.t * 3) * 0.07;
|
||||
ctx.fillStyle = '#ffe075';
|
||||
ctx.fillStyle = rarColor;
|
||||
ctx.beginPath(); ctx.arc(k.x, k.y - 28, 30, 0, TAU); ctx.fill();
|
||||
ctx.globalAlpha = 0.35;
|
||||
ctx.strokeStyle = '#ffe9a6'; ctx.lineWidth = 1;
|
||||
ctx.strokeStyle = rarColor; ctx.lineWidth = 1;
|
||||
ctx.beginPath(); ctx.arc(k.x, k.y - 28, 25 + Math.sin(k.t * 4) * 3, 0, TAU); ctx.stroke();
|
||||
ctx.restore();
|
||||
Sprites.draw(ctx, 'i_' + k.iid, k.x, k.y - 28 + bob, 0, 64);
|
||||
@@ -186,7 +187,7 @@ function drawPickups(ctx) {
|
||||
// hover nameplates when close
|
||||
if (dist2(k.x, k.y, p.x, p.y) < 90 * 90) {
|
||||
if (k.type === 'weapon') drawPickupLabel(ctx, WEAPONS[k.wid].name, k.x, k.y - 44, '#ffd060');
|
||||
else if (k.type === 'item') drawPickupLabel(ctx, ITEMS[k.iid].name, k.x, k.y - 66, '#c9a227');
|
||||
else if (k.type === 'item') drawPickupLabel(ctx, ITEMS[k.iid].name, k.x, k.y - 66, ITEM_RARITY[ITEMS[k.iid].rarity].color);
|
||||
else if (k.type === 'stairs') drawPickupLabel(ctx, 'STAIRS DOWN', k.x, k.y - 52, '#e8e0d0');
|
||||
else if (k.type === 'ammo') drawPickupLabel(ctx, 'AMMO', k.x, k.y - 26, '#d0b060');
|
||||
}
|
||||
|
||||
@@ -82,7 +82,7 @@ function enterRoom(gx, gy) {
|
||||
room.bossSpawned = true;
|
||||
Music.playBoss(boss.bossKind);
|
||||
} else if (room.type === 'item') {
|
||||
spawnItemPedestal(W / 2 - 45, H / 2);
|
||||
spawnItemPedestal(W / 2 - 45, H / 2, null, 'room');
|
||||
// item rooms sometimes also stock a weapon
|
||||
if (chance(0.35)) {
|
||||
const w = rollWeaponDrop(G.floor);
|
||||
|
||||
@@ -115,7 +115,7 @@ const SfxBank = {
|
||||
if (this.buffers.has(name) || this.pending.has(name) || this.failed.has(name)) return;
|
||||
const file = this.FILES[name];
|
||||
if (!file || !this.ctx || typeof fetch !== 'function') return;
|
||||
const job = fetch('/assets/sfx/' + encodeURIComponent(file) + '?v=37')
|
||||
const job = fetch('/assets/sfx/' + encodeURIComponent(file) + '?v=38')
|
||||
.then(r => { if (!r.ok) throw new Error('HTTP ' + r.status); return r.arrayBuffer(); })
|
||||
.then(bytes => this.ctx.decodeAudioData(bytes))
|
||||
.then(buffer => this.buffers.set(name, this.trim(buffer)))
|
||||
|
||||
@@ -36,6 +36,9 @@ const SPRITE_MANIFEST = [
|
||||
'i_deadmanswitch', 'i_orbitcrown', 'i_tannedhide', 'i_deadmansclock', 'i_hollowbones', 'i_boneplate',
|
||||
'i_wormgut', 'i_spinecage', 'i_secondstomach', 'i_spitewell', 'i_twinhearts', 'i_brassmagazine',
|
||||
'i_crowbait', 'i_gorgingleech', 'i_rerollrib',
|
||||
'i_chillgland', 'i_hookedsinew', 'i_gyroscopicribs', 'i_marrowpiston', 'i_splitcortex',
|
||||
'i_gristlecord', 'i_renderedfat', 'i_whipcordtendon', 'i_rusteddiadem', 'i_gorgedtick',
|
||||
'i_bonemealpowder', 'i_rimedfang', 'i_butcherstwine', 'i_cindersump',
|
||||
// full 64px/128px eight-direction action atlases
|
||||
'player_sheet', 'player_legs_sheet',
|
||||
'enemy_shambler_sheet', 'enemy_runner_sheet', 'enemy_spitter_sheet',
|
||||
@@ -73,7 +76,7 @@ const Sprites = {
|
||||
const img = new Image();
|
||||
img.onload = () => { this.imgs[name] = img; if (--pending === 0) G.imagesLoaded = true; };
|
||||
img.onerror = () => { if (--pending === 0) G.imagesLoaded = true; };
|
||||
img.src = 'assets/' + name + '.png?v=37';
|
||||
img.src = 'assets/' + name + '.png?v=38';
|
||||
}
|
||||
},
|
||||
|
||||
|
||||
@@ -58,13 +58,13 @@ function pressureDropUnits(dial) { const d = clamp(dial, PRESSURE_DIAL_MIN, PRES
|
||||
function pressureGain() { return pressureGainUnits(G.pressureDial) * PRESSURE_UNIT; }
|
||||
function pressureDropScale() { return pressureDropUnits(G.pressureDial) / PRESSURE_DROP_BASE; }
|
||||
|
||||
// total player power: perks drafted (level - 1) + item tiers owned.
|
||||
// total player power: perks drafted (level - 1) + item tiers owned, weighted by rarity.
|
||||
// monsters scale against this so difficulty tracks the build.
|
||||
function powerScore() {
|
||||
const p = G.player;
|
||||
if (!p) return 0;
|
||||
let n = (p.level - 1) * PERK_POWER_WEIGHT;
|
||||
for (const iid in p.items) n += p.items[iid];
|
||||
for (const iid in p.items) n += p.items[iid] * ITEM_RARITY[ITEMS[iid].rarity].power;
|
||||
return Math.max(0, n);
|
||||
}
|
||||
|
||||
|
||||
@@ -318,9 +318,9 @@ step(30, 16);
|
||||
|
||||
console.log('== expanded perk and item rosters ==');
|
||||
{
|
||||
check('27 new items added', Object.keys(ctx.ITEMS).length === 46);
|
||||
check('41 new items added (14 phase-2 passives)', Object.keys(ctx.ITEMS).length === 60);
|
||||
const newPerks = ['critbone', 'critmeat', 'flensing', 'ember', 'frostbile', 'heavyhand', 'thickhide', 'secondwind', 'scrapfeed', 'boneknit', 'spiteflesh', 'carrion', 'sinew'];
|
||||
const newItems = ['chainsinew', 'mortarbone', 'bloatrounds', 'marrowglut', 'hollowneedle', 'bloodshoteye', 'flayerkiss', 'emberjar', 'acidgland', 'hookrounds', 'sledgerounds', 'graftedtrigger', 'deadmanswitch', 'orbitcrown', 'tannedhide', 'deadmansclock', 'hollowbones', 'boneplate', 'wormgut', 'spinecage', 'secondstomach', 'spitewell', 'twinhearts', 'brassmagazine', 'crowbait', 'gorgingleech', 'rerollrib'];
|
||||
const newItems = ['chainsinew', 'mortarbone', 'bloatrounds', 'marrowglut', 'hollowneedle', 'bloodshoteye', 'flayerkiss', 'emberjar', 'acidgland', 'hookrounds', 'sledgerounds', 'graftedtrigger', 'deadmanswitch', 'orbitcrown', 'tannedhide', 'deadmansclock', 'hollowbones', 'boneplate', 'wormgut', 'spinecage', 'secondstomach', 'spitewell', 'twinhearts', 'brassmagazine', 'crowbait', 'gorgingleech', 'rerollrib', 'chillgland', 'hookedsinew', 'gyroscopicribs', 'marrowpiston', 'splitcortex', 'gristlecord', 'renderedfat', 'whipcordtendon', 'rusteddiadem', 'gorgedtick', 'bonemealpowder', 'rimedfang', 'butcherstwine', 'cindersump'];
|
||||
check('all new perks have manifest icons or fallbacks', newPerks.every(id => ctx.SPRITE_MANIFEST.includes('perk_' + id)));
|
||||
check('all new items have manifest icons or fallbacks', newItems.every(id => ctx.SPRITE_MANIFEST.includes('i_' + id)));
|
||||
check('new roster entries all have names, descriptions and effects',
|
||||
@@ -329,7 +329,7 @@ console.log('== expanded perk and item rosters ==');
|
||||
const livePlayer = ctx.G.player;
|
||||
ctx.initPlayer();
|
||||
const probe = ctx.G.player;
|
||||
for (const id of newItems) for (let tier = 0; tier < 9; tier++) ctx.ITEMS[id].apply(probe.stats, probe);
|
||||
for (const id of newItems) for (let tier = 0; tier < (ctx.ITEMS[id].cap ?? 9); tier++) ctx.ITEMS[id].apply(probe.stats, probe);
|
||||
for (const id of newPerks) for (let tier = 0; tier < 3; tier++) ctx.PERKS.find(k => k.id === id).apply(probe.stats, probe);
|
||||
check('all new effects execute repeatedly without non-finite stats',
|
||||
Object.values(probe.stats).every(v => typeof v !== 'number' || Number.isFinite(v)) && Number.isFinite(probe.hp) && Number.isFinite(probe.shieldHp));
|
||||
@@ -412,7 +412,7 @@ console.log('== continuous saw frame-rate independence ==');
|
||||
p.stats = savedStats; ctx.G.enemies.length = 0;
|
||||
}
|
||||
|
||||
console.log('== item upgrades (9 quality tiers) ==');
|
||||
console.log('== item upgrades (per-item tier caps) ==');
|
||||
{
|
||||
const p = ctx.G.player;
|
||||
const dmgBefore = p.stats.dmgMul;
|
||||
@@ -420,16 +420,47 @@ console.log('== item upgrades (9 quality tiers) ==');
|
||||
check('duplicate upgrades to tier II', p.items.hollowpoints === 2);
|
||||
check('upgrade re-applies the effect', Math.abs(p.stats.dmgMul - dmgBefore * 1.25) < 0.001);
|
||||
for (let i = 0; i < 7; i++) ctx.giveItem('hollowpoints');
|
||||
check('nine copies reach tier IX', p.items.hollowpoints === 9);
|
||||
check('full linear scaling to IX', Math.abs(p.stats.dmgMul - dmgBefore * Math.pow(1.25, 8)) < 0.01);
|
||||
check('six copies reach the Hollow Points cap (VI)', p.items.hollowpoints === 6);
|
||||
check('scaling stops at the cap', Math.abs(p.stats.dmgMul - dmgBefore * Math.pow(1.25, 5)) < 0.01);
|
||||
const scoreBefore = ctx.G.score;
|
||||
const dmgAtCap = p.stats.dmgMul;
|
||||
ctx.giveItem('hollowpoints');
|
||||
check('tenth copy capped, converts to score', p.items.hollowpoints === 9 && ctx.G.score > scoreBefore);
|
||||
check('seventh copy capped, converts to score', p.items.hollowpoints === 6 && ctx.G.score > scoreBefore);
|
||||
check('capped copy gives no extra effect', p.stats.dmgMul === dmgAtCap);
|
||||
check('still one icon in the item list', Object.keys(p.items).filter(k => k === 'hollowpoints').length === 1);
|
||||
}
|
||||
|
||||
console.log('== rarity pools and per-item caps ==');
|
||||
{
|
||||
const p = ctx.G.player;
|
||||
p.items = {};
|
||||
// legendaries never come from elite or item-room pools
|
||||
let sawLegendary = false;
|
||||
for (let i = 0; i < 400; i++) {
|
||||
const eid = ctx.rollItemId('elite', 1), rid = ctx.rollItemId('room', 1);
|
||||
if (ctx.ITEMS[eid].rarity === 'legendary' || ctx.ITEMS[rid].rarity === 'legendary') sawLegendary = true;
|
||||
}
|
||||
check('elite and room pools never roll legendaries', !sawLegendary);
|
||||
// boss pool can roll rare (and would roll legendary when any exist)
|
||||
let bossRares = 0;
|
||||
for (let i = 0; i < 200; i++) if (ctx.ITEMS[ctx.rollItemId('boss', 3)].rarity === 'rare') bossRares++;
|
||||
check('boss pool favours rare items (' + bossRares + '/200)', bossRares > 40);
|
||||
// capped items are excluded from fresh rolls
|
||||
p.items = { splittongue: 3 }; // rare cap 3
|
||||
let reoffered = false;
|
||||
for (let i = 0; i < 300; i++) if (ctx.rollItemId('room', 1) === 'splittongue') reoffered = true;
|
||||
check('capped items are not re-offered by pools', !reoffered);
|
||||
// stickiness still favours owned upgradable items
|
||||
p.items = { hollowpoints: 1 };
|
||||
let owned = 0;
|
||||
for (let i = 0; i < 600; i++) if (ctx.rollItemId('room', 1) === 'hollowpoints') owned++;
|
||||
const frac = owned / 600;
|
||||
check('stickiness ramps toward owned items (' + owned + '/600)', frac > 0.04 && frac < 0.20);
|
||||
// legacy alias still resolves
|
||||
check('randomItemId legacy alias works', typeof ctx.randomItemId() === 'string');
|
||||
p.items = {};
|
||||
}
|
||||
|
||||
console.log('== tier-scaled items + duplicate favoring ==');
|
||||
{
|
||||
const p = ctx.G.player;
|
||||
@@ -464,7 +495,7 @@ console.log('== tier-scaled items + duplicate favoring ==');
|
||||
for (let i = 0; i < 200; i++) {
|
||||
if (p.items[ctx.randomItemId()]) ownedHits++;
|
||||
}
|
||||
check('item rolls favor owned items (' + ownedHits + '/200)', ownedHits >= 60);
|
||||
check('item rolls favor owned items (' + ownedHits + '/200)', ownedHits >= 40);
|
||||
}
|
||||
|
||||
console.log('== all weapons fire without crashing ==');
|
||||
@@ -742,16 +773,16 @@ console.log('== monsters scale with player upgrades ==');
|
||||
p.level = 1; p.items = {};
|
||||
const base = ctx.makeEnemy('shambler', 500, 300, 1, false);
|
||||
check('no upgrades = base hp', Math.abs(base.hp - 26) < 0.01);
|
||||
// Weighted power: 4 perks × 0.5 + 2 item tiers = 4 power.
|
||||
// Rarity-weighted power: 4 perks × 0.5 + 2 common tiers × 0.5 = 3 power.
|
||||
p.level = 5; p.items = { hollowpoints: 2 };
|
||||
const e6 = ctx.makeEnemy('shambler', 500, 300, 1, false);
|
||||
check('weaker perks count half as much as item tiers', Math.abs(ctx.powerScore() - 4) < 0.001);
|
||||
check('weighted power gives +20% hp', Math.abs(e6.hp - 26 * 1.2) < 0.01);
|
||||
check('weighted power gives ~+4% speed', e6.spd >= 55 * 1.04 * 0.9 && e6.spd <= 55 * 1.04 * 1.1);
|
||||
check('common item tiers weigh 0.5 power each', Math.abs(ctx.powerScore() - 3) < 0.001);
|
||||
check('weighted power gives +15% hp', Math.abs(e6.hp - 26 * 1.15) < 0.01);
|
||||
check('weighted power gives ~+3% speed', e6.spd >= 55 * 1.03 * 0.9 && e6.spd <= 55 * 1.03 * 1.1);
|
||||
const e64 = ctx.makeEnemy('shambler', 500, 300, 4, false);
|
||||
check('floor + weighted scaling stack', Math.abs(e64.hp - 26 * 1.66 * 1.2) < 0.02);
|
||||
check('floor + weighted scaling stack', Math.abs(e64.hp - 26 * 1.66 * 1.15) < 0.02);
|
||||
const b = ctx.spawnBoss(1);
|
||||
check('boss hp scales with weighted upgrades', Math.abs(b.hp - 520 * 1.2) < 0.01);
|
||||
check('boss hp scales with weighted upgrades', Math.abs(b.hp - 520 * 1.15) < 0.01);
|
||||
ctx.G.enemies.length = 0; ctx.G.boss = null; ctx.G.cur.cleared = true;
|
||||
ctx.startRun(); step(5, 16);
|
||||
}
|
||||
@@ -893,21 +924,21 @@ console.log('== item stickiness ramps with owned count ==');
|
||||
let owned1 = 0;
|
||||
for (let i = 0; i < 600; i++) if (ctx.randomItemId() === 'hollowpoints') owned1++;
|
||||
const frac1 = owned1 / 600;
|
||||
check('1 owned item sticks ~10% (' + owned1 + '/600)', frac1 > 0.05 && frac1 < 0.20);
|
||||
// 5+ upgradable items -> capped 50% stick
|
||||
check('1 owned item sticks ~7% (' + owned1 + '/600)', frac1 > 0.03 && frac1 < 0.16);
|
||||
// 5+ upgradable items -> 50% stick × 0.7 room multiplier ≈ 35%
|
||||
p.items = { hollowpoints: 1, twitch: 1, scalpel: 1, leadmarrow: 1, piercegaze: 1 };
|
||||
let owned5 = 0;
|
||||
for (let i = 0; i < 600; i++) if (p.items[ctx.randomItemId()]) owned5++;
|
||||
const frac5 = owned5 / 600;
|
||||
check('5+ owned items stick ~50% (' + owned5 + '/600)', frac5 > 0.38 && frac5 < 0.62);
|
||||
check('5+ owned items stick ~35% (' + owned5 + '/600)', frac5 > 0.25 && frac5 < 0.48);
|
||||
p.items = {};
|
||||
ctx.startRun(); step(3, 16);
|
||||
}
|
||||
|
||||
console.log('== help manual is 8 pages (implants split) ==');
|
||||
console.log('== help manual grows with the implant roster ==');
|
||||
{
|
||||
check('8 help pages', ctx.HELP_PAGES.length === 8);
|
||||
check('8 help renderers', ctx.HELP_RENDERERS.length === 8);
|
||||
check('9 help pages (3 implant pages for 60 items)', ctx.HELP_PAGES.length === 9);
|
||||
check('9 help renderers', ctx.HELP_RENDERERS.length === 9);
|
||||
ctx.G.player = ctx.G.player || {};
|
||||
const fctx = fakeCtx();
|
||||
let renderOK = true;
|
||||
|
||||
@@ -265,6 +265,20 @@ ITEMS = {
|
||||
"crowbait": "a black feather bundle tied around a shining skull coin",
|
||||
"gorgingleech": "a fat crimson leech engorged around a glowing blue crystal",
|
||||
"rerollrib": "a curved rib carved with dice pips and a circular arrow",
|
||||
"chillgland": "a pale frost-rimed gland with blue ice crystals and a steel staple",
|
||||
"hookedsinew": "a taut red sinew cord pulled around a rusted butcher hook",
|
||||
"gyroscopicribs": "a rib cage spun into a gyroscope ring around a spinning bone core",
|
||||
"marrowpiston": "a hydraulic steel piston packed with dark marrow and bone seals",
|
||||
"splitcortex": "a bisected brain with a clean mirrored split and two wired halves",
|
||||
"gristlecord": "a thick braided gristle cord with steel clasps and dried blood",
|
||||
"renderedfat": "a folded slab of rendered tallow fat with a crackled browned edge",
|
||||
"whipcordtendon": "a long whip-like tendon cord coiled with a barbed tip",
|
||||
"rusteddiadem": "a corroded iron diadem crown with orbital notches and rust flaking",
|
||||
"gorgedtick": "a swollen blood-engorged tick clutching a tiny blue crystal",
|
||||
"bonemealpowder": "a small burlap pouch spilling white bone-meal powder and bone chips",
|
||||
"rimedfang": "a long predatory fang crusted with white frost and a steel collar",
|
||||
"butcherstwine": "a spool of blood-stained butcher twine with a frayed loose end",
|
||||
"cindersump": "a smouldering iron sump grate with orange cinders and green acid drips",
|
||||
}
|
||||
for iid, subject in ITEMS.items():
|
||||
SPECS["i_" + iid] = Spec(subject + ", isolated inventory object, strong top-left light, no medallion, no icon background", 32)
|
||||
|
||||