- Bigger gore-red Minis (r10->14, sprite 32->48) with regenerated art - Wider, walkable doorways: clear passage for open, teeth only when locked - 500ms spawn telegraph so wave spawns no longer blindside the player - Item stickiness ramps 10%/owned item (cap 50%) instead of flat 50% - Title-screen Pressure Dial (-5..+5) tunes rise/relief; score x live pressure - Vitals HUD: two-row hearts, half-container outlines, half-heart shield pips - Readable 8-page field manual (bigger panel + fonts, implants split) - HUD opacity slider in pause menu (boss bar + toasts stay opaque) - Scrap Feed now has diminishing returns like Thick Hide - Docs, cache-bust v37, and smoke coverage for all of the above
95 lines
7.3 KiB
JavaScript
95 lines
7.3 KiB
JavaScript
// ---- Isaac-style stacking passive items ----
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const ITEMS = {
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hollowpoints: { name: 'Hollow Points', desc: '+25% damage', apply: s => { s.dmgMul *= 1.25; } },
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twitch: { name: 'Twitch Fibers', desc: '+20% fire rate', apply: s => { s.rateMul *= 1.20; } },
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scalpel: { name: 'Scalpel', desc: '+25% shot speed', apply: s => { s.shotSpeedMul *= 1.25; } },
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leadmarrow: { name: 'Lead Marrow', desc: '+25% range', apply: s => { s.rangeMul *= 1.25; } },
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piercegaze: { name: 'Piercing Gaze', desc: 'Shots pierce +1 enemy', apply: s => { s.pierce += 1; } },
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ricochet: { name: 'Ricochet Ribs', desc: 'Shots bounce +1 time', apply: s => { s.bounce += 1; } },
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splittongue: { name: 'Split Tongue', desc: 'Twin parallel shot', apply: s => { s.split += 1; } },
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hydramaw: { name: 'Hydra Maw', desc: 'Fires 2 extra angled shots', apply: s => { s.fan += 1; } },
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homingtumor: { name: 'Homing Tumor', desc: 'Shots seek flesh (stronger per tier)', apply: s => { s.homing = (s.homing || 0) + 1; } },
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orbitalknives: { name: 'Orbital Knives', desc: '+1 circling knife', apply: s => { s.orbitals += 1; } },
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dentures: { name: 'Vampire Dentures', desc: 'Kills may heal you', apply: s => { s.lifestealChance += 0.04; } },
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volatilebile: { name: 'Volatile Bile', desc: 'Kills explode (bigger per tier)', apply: s => { s.explodeOnKill = (s.explodeOnKill || 0) + 1; } },
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backstabber: { name: 'Backstabber', desc: '+1 rear shot', apply: s => { s.rear = (s.rear || 0) + 1; } },
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splinterbone: { name: 'Splinter Bone', desc: 'Shots shatter into +2 shards on hit', apply: s => { s.splinter = (s.splinter || 0) + 2; } },
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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); } },
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luckycoin: { name: 'Lucky Coin', desc: 'Better drops', apply: s => { s.luck += 0.2; } },
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magnetmaw: { name: 'Magnet Maw', desc: '+60% pickup radius', apply: s => { s.magnet *= 1.6; } },
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bloodlust: { name: 'Bloodlust', desc: 'Kills may drop bonus XP', apply: s => { s.bloodlust = (s.bloodlust || 0) + 0.12; } },
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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); } },
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chainsinew: { name: 'Chain Sinew', desc: 'Hits arc to +1 nearby enemy', apply: s => { s.chain += 1; } },
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mortarbone: { name: 'Mortar Bone', desc: 'Every sixth hit erupts', apply: s => { s.mortar += 1; } },
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bloatrounds: { name: 'Bloat Rounds', desc: '+25% attack size, +10% damage', apply: s => { s.sizeMul *= 1.25; s.dmgMul *= 1.10; } },
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marrowglut: { name: 'Marrow Glut', desc: '+20% damage, -10% fire rate', apply: s => { s.dmgMul *= 1.20; s.rateMul *= 0.90; } },
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hollowneedle: { name: 'Hollow Needle', desc: '+50% critical damage', apply: s => { s.critMul += 0.50; } },
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bloodshoteye: { name: 'Bloodshot Eye', desc: '+6% critical chance', apply: s => { s.crit += 0.06; } },
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flayerkiss: { name: 'Flayer Kiss', desc: 'Hits inflict heavy bleeding', apply: s => { s.bleed += 0.20; } },
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emberjar: { name: 'Ember Jar', desc: '20% chance to ignite', apply: s => { s.igniteChance += 0.20; } },
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acidgland: { name: 'Acid Gland', desc: 'Hits may leave acid pools', apply: s => { s.acidOnHit += 0.12; } },
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hookrounds: { name: 'Hook Rounds', desc: 'Hits pull enemies toward you', apply: s => { s.pullOnHit += 0.18; } },
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sledgerounds: { name: 'Sledge Rounds', desc: 'More knockback, hits may stun', apply: s => { s.knockbackMul *= 1.35; s.stunOnHit += 0.08; } },
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graftedtrigger:{ name: 'Grafted Trigger', desc: '+18% fire rate', apply: s => { s.rateMul *= 1.18; } },
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deadmanswitch: { name: "Dead Man's Switch", desc: 'Kills trigger a fire-rate frenzy', apply: s => { s.frenzy += 0.12; } },
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orbitcrown: { name: 'Orbit Crown', desc: '+25% orbital speed and damage', apply: s => { s.orbSpeedMul *= 1.25; s.orbDmgMul *= 1.25; } },
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tannedhide: { name: 'Tanned Hide', desc: '+8% chance to ignore damage', apply: s => { s.armor += 0.08 / 0.92; } },
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deadmansclock: { name: "Dead Man's Clock", desc: '+0.25s hurt immunity', apply: s => { s.invBonus += 0.25; } },
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hollowbones: { name: 'Hollow Bones', desc: '+12% move speed', apply: s => { s.speedMul *= 1.12; } },
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boneplate: { name: 'Bone Plate', desc: '+½ shield heart each floor', apply: (s, p) => { s.shieldPerk = (s.shieldPerk || 0) + 1; p.shieldHp += 1; } },
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wormgut: { name: 'Worm Gut', desc: 'Heal ½ heart after combat rooms', apply: s => { s.roomHeal += 1; } },
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spinecage: { name: 'Spine Cage', desc: 'Contact attackers take damage', apply: s => { s.thorns += 8; } },
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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); } },
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spitewell: { name: 'Spite Well', desc: 'Taking damage releases a blood nova', apply: s => { s.retaliate += 10; } },
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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); } },
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brassmagazine: { name: 'Brass Magazine', desc: '15% less ammo use, +20% ammo found', apply: s => { s.ammoEff *= 1.15; s.ammoPickupMul *= 1.20; } },
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crowbait: { name: 'Crow Bait', desc: '+25% drop luck', apply: s => { s.luck += 0.25; } },
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gorgingleech: { name: 'Gorging Leech', desc: '+20% XP gained', apply: s => { s.xpMul *= 1.20; } },
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rerollrib: { name: 'Reroll Rib', desc: '+1 perk reroll each level', apply: s => { s.rerollPerLevel += 1; s.rerolls += 1; } },
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};
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// Stickiness ramps with commitment: 10% per distinct upgradable item owned,
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// capped at 50%. Your first pickup barely biases the pool, so early drops vary.
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function randomItemId() {
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const p = G.player;
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const owned = p ? Object.keys(p.items).filter(iid => (p.items[iid] || 0) < ITEM_LEVEL_CAP) : [];
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const stick = Math.min(0.5, owned.length * 0.10);
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if (owned.length && chance(stick)) return choice(owned);
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return choice(Object.keys(ITEMS));
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}
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const ITEM_LEVEL_CAP = 9;
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function romanNum(n) { return ['I', 'II', 'III', 'IV', 'V', 'VI', 'VII', 'VIII', 'IX'][n - 1] || ('Lv' + n); }
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// duplicate pickups upgrade the item's quality (effect re-applies per tier)
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function giveItem(iid) {
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const p = G.player;
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const item = ITEMS[iid];
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const lvl = p.items[iid] || 0;
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if (lvl >= ITEM_LEVEL_CAP) {
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addScore(150);
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spawnGems(p.x, p.y, 5);
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addToast(item.name + ' MAX', 'already mastered — +150 score');
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Sfx.pickup();
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return;
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}
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item.apply(p.stats, p);
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p.items[iid] = lvl + 1;
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if (lvl > 0) {
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addToast(item.name + ' ' + romanNum(lvl + 1), 'UPGRADED — ' + item.desc);
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spawnText(p.x, p.y - 14, 'UPGRADED!', '#ffd060');
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} else {
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addToast(item.name, item.desc);
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spawnText(p.x, p.y - 14, item.name.toUpperCase(), '#c9a227');
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}
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Sfx.item();
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refreshOrbitals(p);
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}
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// spawn an item pedestal (item room / boss reward)
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function spawnItemPedestal(x, y, iid) {
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spawnPickup('itemspot', x, y);
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spawnPickup('item', x, y, { iid: iid || randomItemId() });
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}
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