// ---- 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; } }, }; // 50% of rolls favor items the player already owns (below cap) so high tiers // are reachable if you commit to them function randomItemId() { const p = G.player; const owned = p ? Object.keys(p.items).filter(iid => (p.items[iid] || 0) < ITEM_LEVEL_CAP) : []; if (owned.length && chance(0.5)) return choice(owned); return choice(Object.keys(ITEMS)); } const ITEM_LEVEL_CAP = 9; function romanNum(n) { return ['I', 'II', 'III', 'IV', 'V', 'VI', 'VII', 'VIII', 'IX'][n - 1] || ('Lv' + n); } // 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) { addScore(150); spawnGems(p.x, p.y, 5); addToast(item.name + ' MAX', 'already mastered — +150 score'); Sfx.pickup(); return; } item.apply(p.stats, p); p.items[iid] = lvl + 1; if (lvl > 0) { addToast(item.name + ' ' + romanNum(lvl + 1), 'UPGRADED — ' + item.desc); spawnText(p.x, p.y - 14, 'UPGRADED!', '#ffd060'); } else { addToast(item.name, item.desc); spawnText(p.x, p.y - 14, item.name.toUpperCase(), '#c9a227'); } Sfx.item(); refreshOrbitals(p); } // spawn an item pedestal (item room / boss reward) function spawnItemPedestal(x, y, iid) { spawnPickup('itemspot', x, y); spawnPickup('item', x, y, { iid: iid || randomItemId() }); }