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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@@ -36,6 +36,9 @@ const SPRITE_MANIFEST = [
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'i_deadmanswitch', 'i_orbitcrown', 'i_tannedhide', 'i_deadmansclock', 'i_hollowbones', 'i_boneplate',
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'i_wormgut', 'i_spinecage', 'i_secondstomach', 'i_spitewell', 'i_twinhearts', 'i_brassmagazine',
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'i_crowbait', 'i_gorgingleech', 'i_rerollrib',
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'i_chillgland', 'i_hookedsinew', 'i_gyroscopicribs', 'i_marrowpiston', 'i_splitcortex',
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'i_gristlecord', 'i_renderedfat', 'i_whipcordtendon', 'i_rusteddiadem', 'i_gorgedtick',
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'i_bonemealpowder', 'i_rimedfang', 'i_butcherstwine', 'i_cindersump',
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// full 64px/128px eight-direction action atlases
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'player_sheet', 'player_legs_sheet',
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'enemy_shambler_sheet', 'enemy_runner_sheet', 'enemy_spitter_sheet',
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@@ -73,7 +76,7 @@ const Sprites = {
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const img = new Image();
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img.onload = () => { this.imgs[name] = img; if (--pending === 0) G.imagesLoaded = true; };
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img.onerror = () => { if (--pending === 0) G.imagesLoaded = true; };
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img.src = 'assets/' + name + '.png?v=37';
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img.src = 'assets/' + name + '.png?v=38';
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}
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},
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