- dmgLiveMul live damage channel wired into fireWeapon, sawTick, fireBeam, orbitals - Dead Weight (execute), Cauterized Veins (burn bonus), Pain Engine, Iron Lung, Slaughter Rhythm, Hollow Choir, Sawbone Coil, Glutton's Gut, Thresher Plate, Blood Moat, Meat Hook, Blood Debt - Iron Lung re-armed per room in enterRoom; Slaughter Rhythm stamps kills - Targeted smoke tests for the five stat-conditional effects; icons + docs
178 lines
15 KiB
JavaScript
178 lines
15 KiB
JavaScript
// ---- Isaac-style stacking passive items ----
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const ITEM_RARITY = {
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common: { weight: 100, power: 0.5, color: '#c9b8ae' },
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uncommon: { weight: 55, power: 1.0, color: '#6fb1c0' },
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rare: { weight: 25, power: 1.5, color: '#c9a227' },
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legendary: { weight: 8, power: 3.0, color: '#e2472f' },
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};
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const ITEMS = {
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// ---- common ----
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hollowpoints: { name: 'Hollow Points', desc: '+25% damage', rarity: 'common', cap: 6, apply: s => { s.dmgMul *= 1.25; } },
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twitch: { name: 'Twitch Fibers', desc: '+20% fire rate', rarity: 'common', cap: 6, apply: s => { s.rateMul *= 1.20; } },
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graftedtrigger:{ name: 'Grafted Trigger', desc: '+18% fire rate, +6% shot speed', rarity: 'common', cap: 6, apply: s => { s.rateMul *= 1.18; s.shotSpeedMul *= 1.06; } },
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scalpel: { name: 'Scalpel', desc: '+25% shot speed', rarity: 'common', cap: 8, apply: s => { s.shotSpeedMul *= 1.25; } },
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leadmarrow: { name: 'Lead Marrow', desc: '+25% range', rarity: 'common', cap: 8, apply: s => { s.rangeMul *= 1.25; } },
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bloodshoteye: { name: 'Bloodshot Eye', desc: '+6% critical chance', rarity: 'common', cap: 8, apply: s => { s.crit += 0.06; } },
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hollowneedle: { name: 'Hollow Needle', desc: '+50% critical damage', rarity: 'common', cap: 6, apply: s => { s.critMul += 0.50; } },
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luckycoin: { name: 'Lucky Coin', desc: 'Better drops', rarity: 'common', cap: 5, apply: s => { s.luck += 0.2; } },
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crowbait: { name: 'Crow Bait', desc: '+15% luck, +25% pickup radius', rarity: 'common', cap: 5, apply: s => { s.luck += 0.15; s.magnet *= 1.25; } },
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magnetmaw: { name: 'Magnet Maw', desc: '+60% pickup radius', rarity: 'common', cap: 3, apply: s => { s.magnet *= 1.6; } },
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gorgingleech: { name: 'Gorging Leech', desc: '+20% XP gained', rarity: 'common', cap: 4, apply: s => { s.xpMul *= 1.20; } },
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hollowbones: { name: 'Hollow Bones', desc: '+14% move speed', rarity: 'common', cap: 6, apply: s => { s.speedMul *= 1.14; } },
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brassmagazine: { name: 'Brass Magazine', desc: '15% less ammo use, +20% ammo found', rarity: 'common', cap: 5, apply: s => { s.ammoEff *= 1.15; s.ammoPickupMul *= 1.20; } },
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ironstomach: { name: 'Iron Stomach', desc: '+½ heart container, heal ½ heart', rarity: 'common', cap: 8, apply: (s, p) => { s.maxHp += 1; p.hp = Math.min(s.maxHp, p.hp + 1); } },
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tannedhide: { name: 'Tanned Hide', desc: '+8% chance to ignore damage', rarity: 'common', cap: 6, apply: s => { s.armor += 0.08 / 0.92; } },
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bloodlust: { name: 'Bloodlust', desc: 'Kills may drop bonus XP', rarity: 'common', cap: 5, apply: s => { s.bloodlust = (s.bloodlust || 0) + 0.12; } },
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// ---- uncommon ----
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bloatrounds: { name: 'Bloat Rounds', desc: '+25% attack size, +10% damage', rarity: 'uncommon', cap: 5, apply: s => { s.sizeMul *= 1.25; s.dmgMul *= 1.10; } },
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marrowglut: { name: 'Marrow Glut', desc: '+20% damage, -10% fire rate', rarity: 'uncommon', cap: 6, apply: s => { s.dmgMul *= 1.20; s.rateMul *= 0.90; } },
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piercegaze: { name: 'Piercing Gaze', desc: 'Shots pierce +1 enemy', rarity: 'uncommon', cap: 5, apply: s => { s.pierce += 1; } },
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ricochet: { name: 'Ricochet Ribs', desc: 'Shots bounce +1 time', rarity: 'uncommon', cap: 5, apply: s => { s.bounce += 1; } },
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flayerkiss: { name: 'Flayer Kiss', desc: 'Hits inflict heavy bleeding', rarity: 'uncommon', cap: 5, apply: s => { s.bleed += 0.20; } },
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emberjar: { name: 'Ember Jar', desc: '20% chance to ignite', rarity: 'uncommon', cap: 5, apply: s => { s.igniteChance += 0.20; } },
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acidgland: { name: 'Acid Gland', desc: 'Hits may leave acid pools', rarity: 'uncommon', cap: 6, apply: s => { s.acidOnHit += 0.12; } },
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hookrounds: { name: 'Hook Rounds', desc: 'Hits pull enemies toward you', rarity: 'uncommon', cap: 5, apply: s => { s.pullOnHit += 0.18; } },
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sledgerounds: { name: 'Sledge Rounds', desc: 'More knockback, hits may stun', rarity: 'uncommon', cap: 5, apply: s => { s.knockbackMul *= 1.35; s.stunOnHit += 0.08; } },
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chainsinew: { name: 'Chain Sinew', desc: 'Hits arc to +1 nearby enemy', rarity: 'uncommon', cap: 6, apply: s => { s.chain += 1; } },
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mortarbone: { name: 'Mortar Bone', desc: 'Every sixth hit erupts', rarity: 'uncommon', cap: 5, apply: s => { s.mortar += 1; } },
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homingtumor: { name: 'Homing Tumor', desc: 'Shots seek flesh (stronger per tier)', rarity: 'uncommon', cap: 4, apply: s => { s.homing = (s.homing || 0) + 1; } },
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dentures: { name: 'Vampire Dentures', desc: 'Kills may heal you', rarity: 'uncommon', cap: 5, apply: s => { s.lifestealChance += 0.04; } },
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spinecage: { name: 'Spine Cage', desc: 'Contact attackers take damage', rarity: 'uncommon', cap: 5, apply: s => { s.thorns += 8; } },
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spitewell: { name: 'Spite Well', desc: 'Taking damage releases a blood nova', rarity: 'uncommon', cap: 5, apply: s => { s.retaliate += 10; } },
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orbitcrown: { name: 'Orbit Crown', desc: '+25% orbital speed and damage', rarity: 'uncommon', cap: 5, apply: s => { s.orbSpeedMul *= 1.25; s.orbDmgMul *= 1.25; } },
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ghoulheart: { name: 'Ghoul Heart', desc: '+2 max HP, heal 2', rarity: 'uncommon', cap: 5, apply: (s, p) => { s.maxHp += 2; p.hp = Math.min(s.maxHp, p.hp + 2); } },
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// ---- rare ----
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splittongue: { name: 'Split Tongue', desc: 'Twin parallel shot', rarity: 'rare', cap: 3, apply: s => { s.split += 1; } },
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hydramaw: { name: 'Hydra Maw', desc: 'Fires 2 extra angled shots', rarity: 'rare', cap: 3, apply: s => { s.fan += 1; } },
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backstabber: { name: 'Backstabber', desc: '+1 rear shot', rarity: 'rare', cap: 3, apply: s => { s.rear = (s.rear || 0) + 1; } },
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splinterbone: { name: 'Splinter Bone', desc: 'Shots shatter into +2 shards on hit', rarity: 'rare', cap: 3, apply: s => { s.splinter = (s.splinter || 0) + 2; } },
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orbitalknives: { name: 'Orbital Knives', desc: '+1 circling knife', rarity: 'rare', cap: 3, apply: s => { s.orbitals += 1; } },
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volatilebile: { name: 'Volatile Bile', desc: 'Kills explode (bigger per tier)', rarity: 'rare', cap: 3, apply: s => { s.explodeOnKill = (s.explodeOnKill || 0) + 1; } },
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deadmanswitch: { name: "Dead Man's Switch", desc: 'Kills trigger a fire-rate frenzy', rarity: 'rare', cap: 3, apply: s => { s.frenzy += 0.12; } },
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boneplate: { name: 'Bone Plate', desc: '+½ shield heart each floor', rarity: 'rare', cap: 3, 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', rarity: 'rare', cap: 3, apply: s => { s.roomHeal += 1; } },
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secondstomach: { name: 'Second Stomach', desc: '+½ heart and excess healing shields', rarity: 'rare', cap: 3, apply: (s, p) => { s.maxHp += 1; s.overShield += 1; p.hp = Math.min(s.maxHp, p.hp + 1); } },
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twinhearts: { name: 'Twin Hearts', desc: '+1 max heart, heal to full', rarity: 'rare', cap: 3, apply: (s, p) => { s.maxHp += 2; p.hp = s.maxHp; } },
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deadmansclock: { name: "Dead Man's Clock", desc: '+0.25s hurt immunity', rarity: 'rare', cap: 3, apply: s => { s.invBonus += 0.25; } },
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rerollrib: { name: 'Reroll Rib', desc: '+1 perk reroll each level', rarity: 'rare', cap: 2, apply: s => { s.rerollPerLevel += 1; s.rerolls += 1; } },
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// ---- phase 2 additions (clean, no new engine hooks) ----
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chillgland: { name: 'Chill Gland', desc: '18% chance to chill', rarity: 'uncommon', cap: 5, apply: s => { s.slowOnHit += 0.18; } },
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hookedsinew: { name: 'Hooked Sinew', desc: '+30% pickup pull speed, +10% radius', rarity: 'common', cap: 5, apply: s => { s.magnetPull *= 1.30; s.magnet *= 1.10; } },
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gyroscopicribs:{ name: 'Gyroscopic Ribs', desc: '+2 bounce, +10% range', rarity: 'uncommon', cap: 4, apply: s => { s.bounce += 2; s.rangeMul *= 1.10; } },
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marrowpiston: { name: 'Marrow Piston', desc: '+30% knockback, +12% attack size', rarity: 'common', cap: 5, apply: s => { s.knockbackMul *= 1.30; s.sizeMul *= 1.12; } },
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splitcortex: { name: 'Split Cortex', desc: '+1 pierce, +1 chain', rarity: 'rare', cap: 3, apply: s => { s.pierce += 1; s.chain += 1; } },
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gristlecord: { name: 'Gristle Cord', desc: '+0.12s hurt immunity, +4% armor', rarity: 'uncommon', cap: 4, apply: s => { s.invBonus += 0.12; s.armor += 0.04; } },
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renderedfat: { name: 'Rendered Fat', desc: '+½ heart, +4% armor', rarity: 'common', cap: 6, apply: (s, p) => { s.maxHp += 1; s.armor += 0.04; p.hp = Math.min(s.maxHp, p.hp + 1); } },
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whipcordtendon:{ name: 'Whipcord Tendon', desc: '+20% range, +8% fire rate', rarity: 'uncommon', cap: 5, apply: s => { s.rangeMul *= 1.20; s.rateMul *= 1.08; } },
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rusteddiadem: { name: 'Rusted Diadem', desc: '+40% orbital speed', rarity: 'uncommon', cap: 5, apply: s => { s.orbSpeedMul *= 1.40; } },
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gorgedtick: { name: 'Gorged Tick', desc: '+15% XP, +10% luck', rarity: 'common', cap: 5, apply: s => { s.xpMul *= 1.15; s.luck += 0.10; } },
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bonemealpowder:{ name: 'Bonemeal Powder', desc: '+15% damage, +15% shot speed', rarity: 'common', cap: 6, apply: s => { s.dmgMul *= 1.15; s.shotSpeedMul *= 1.15; } },
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rimedfang: { name: 'Rimed Fang', desc: '+4% crit chance, +25% crit damage', rarity: 'common', cap: 6, apply: s => { s.crit += 0.04; s.critMul += 0.25; } },
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butcherstwine: { name: 'Butcher\'s Twine', desc: '+12% bleed, +8% fire rate', rarity: 'uncommon', cap: 5, apply: s => { s.bleed += 0.12; s.rateMul *= 1.08; } },
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cindersump: { name: 'Cinder Sump', desc: '+12% ignite, +12% acid', rarity: 'uncommon', cap: 5, apply: s => { s.igniteChance += 0.12; s.acidOnHit += 0.12; } },
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// ---- phase 3 additions (small engine hooks) ----
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deadweight: { name: 'Dead Weight', desc: '+40% damage to enemies under 30% HP', rarity: 'uncommon', cap: 5, apply: s => { s.executeBonus += 0.40; } },
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cauterizedveins:{ name: 'Cauterized Veins', desc: '+15% ignite, +25% damage to burning enemies', rarity: 'uncommon', cap: 5, apply: s => { s.igniteChance += 0.15; s.burnDamageBonus += 0.25; } },
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hollowchoir: { name: 'Hollow Choir', desc: 'Every 4th shot fires a free extra volley', rarity: 'rare', cap: 3, apply: s => { s.choirEvery += 1; } },
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sawbonecoil: { name: 'Sawbone Coil', desc: 'Expiring bullets split into 2 shards', rarity: 'uncommon', cap: 5, apply: s => { s.sawboneCoil += 1; } },
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gluttonsgut: { name: "Glutton's Gut", desc: 'Hearts heal +1 extra; overheal becomes score', rarity: 'common', cap: 5, apply: s => { s.gluttonGut += 1; } },
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slaughterrhythm:{ name: 'Slaughter Rhythm', desc: '+4% fire rate per recent kill (cap +40%)', rarity: 'rare', cap: 3, apply: s => { s.slaughterRhythm += 0.04; } },
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painengine: { name: 'Pain Engine', desc: '+30% damage for 4s after being hit', rarity: 'rare', cap: 3, apply: s => { s.painEngine += 0.30; } },
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thresherplate: { name: 'Thresher Plate', desc: 'Passive contact-damage aura', rarity: 'uncommon', cap: 5, apply: s => { s.thresherPlate += 1; } },
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bloodmoat: { name: 'Blood Moat', desc: 'Kills leave an acid pool', rarity: 'uncommon', cap: 4, apply: s => { s.bloodMoat += 1; } },
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ironlung: { name: 'Iron Lung', desc: 'The first hit each room is blocked', rarity: 'rare', cap: 3, apply: s => { s.ironLung += 1; } },
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meathook: { name: 'Meat Hook', desc: 'Kills yank nearby enemies to the corpse', rarity: 'uncommon', cap: 4, apply: s => { s.meatHook += 1; } },
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blooddebt: { name: 'Blood Debt', desc: '+35% damage, −½ heart container', rarity: 'rare', cap: 3, apply: (s, p) => { s.dmgMul *= 1.35; s.maxHp = Math.max(1, s.maxHp - 1); p.hp = Math.min(p.hp, s.maxHp); } },
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};
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const ITEM_LEVEL_CAP = 9;
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function itemCap(iid) { return ITEMS[iid].cap ?? ITEM_LEVEL_CAP; }
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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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// ---- pools: hybrid weighted table, legendaries are boss-only ----
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const ITEM_POOL_WEIGHTS = {
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elite: { common: 100, uncommon: 45, rare: 8, legendary: 0 },
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room: { common: 45, uncommon: 85, rare: 40, legendary: 0 },
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boss: { common: 12, uncommon: 45, rare: 70, legendary: 45 },
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};
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const ITEM_POOL_STICK = { elite: 1.0, room: 0.7, boss: 0.35 };
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function rollItemId(source, floor) {
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const p = G.player;
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const w = ITEM_POOL_WEIGHTS[source] || ITEM_POOL_WEIGHTS.room;
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const f = floor || G.floor || 1;
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// distinct upgradable items owned, not yet at their own cap
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const owned = p ? Object.keys(p.items).filter(iid => (p.items[iid] || 0) < itemCap(iid)) : [];
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const stick = Math.min(0.5, owned.length * 0.10) * (ITEM_POOL_STICK[source] || 1);
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if (owned.length && chance(stick)) return choice(owned);
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// floor-scaled rarity table, boss-excluding legendaries from non-boss sources
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const floorScale = {
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common: Math.max(0.4, 1 - f * 0.05),
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uncommon: 1,
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rare: 1 + f * 0.08,
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legendary: 1 + f * 0.10,
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};
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let total = 0;
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const weights = {};
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for (const r in w) {
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const rw = w[r] * floorScale[r];
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weights[r] = rw;
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total += rw;
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}
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let roll = Math.random() * total;
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let band = 'common';
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for (const r in weights) { roll -= weights[r]; if (roll <= 0) { band = r; break; } }
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// candidates in the band that are not already capped
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let pool = Object.keys(ITEMS).filter(iid => ITEMS[iid].rarity === band && (p ? (p.items[iid] || 0) < itemCap(iid) : true));
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// if the band is exhausted, fall back to any unmaxed item
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if (!pool.length) pool = Object.keys(ITEMS).filter(iid => p ? (p.items[iid] || 0) < itemCap(iid) : true);
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// absolute fallback: full pool (everything capped -> giveItem converts to score)
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if (!pool.length) pool = Object.keys(ITEMS);
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return choice(pool);
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}
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// legacy alias used by tests / older call sites
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function randomItemId() { return rollItemId('room', G.floor); }
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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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const cap = itemCap(iid);
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if (lvl >= 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); source drives the pool roll
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function spawnItemPedestal(x, y, iid, source) {
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spawnPickup('itemspot', x, y);
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spawnPickup('item', x, y, { iid: iid || rollItemId(source || 'room', G.floor) });
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}
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