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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@@ -255,7 +255,7 @@ function killEnemy(e, ang) {
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gemVal += irand(3, 5);
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spawnGems(e.x, e.y, gemVal);
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if (chance(0.18 + luck * 0.1)) {
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spawnPickup('item', e.x, e.y, { iid: randomItemId() });
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spawnPickup('item', e.x, e.y, { iid: rollItemId('elite', G.floor) });
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} else if (chance(0.6 + luck * 0.2)) {
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spawnPickup('ammo', e.x, e.y);
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}
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