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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@@ -593,7 +593,7 @@ function onBossDeath(e) {
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addScore(500 + G.floor * 100);
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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);
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spawnItemPedestal(W / 2 - 90, H / 2, null, 'boss');
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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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