KEY: ^ = havent got image yet!
Botanic items: (Plants can only spawn on dirt slot)
- Grass seeds: spawns grass-item on all target dirt slots
- Blue seeds: spawns blueberry-items on all target dirt slots
- ITEM: generates +3 points for every target empty slot
- ITEM: generates +5 points for every target plant item
Food items: (consumables)
- blueberry: gives +1 pointsGenerated to all target items (ONE TIME USE) (shape=ABOVE_SHAPE)
- lychee: gives +1 maxActivations to target item (ONE TIME USE) (shape=ABOVE_SHAPE) --- Slot-food items:
- Pomegranate: Generates normal slots in a KING shape (ONE TIME USE)
- Apple: Transforms below slot into a GOLD or DIAMOND slot (ONE TIME USE)
- Gapple: Clones the above slot in a KING shape (ONE TIME USE)
- Red cap: when sold/destroyed, pulse all targets
- Green cap: when sold/destroyed, reroll all targets
- Purple cap: when sold/destroyed, transform into a random target item
- Magic radish: when activated, transform into above item
- Glass bottle: when activated, spawn glass-slots in a QUEEN-4 shape (ONE TIME USE)
Destructive items:
- Dark skull: destroys target items, generates
self.pointsGeneratedpoints for each- basePointsGenerated = 4
- Profit purger: destroys target slots, earns
self.moneyGeneratedfor each- baseMoneyGenerated = 0.5
- Dark flint: when destroyed, generates +10 points
- Reaper: destroy all target items, permanently gain +0.2 pointsGenerated for each
- Empty couldron: destroy all target slots, gain
self.pointsGeneratedpoints for each- basePointsGenerated = 4
Fiscal items;
- Gold sword: earn 1 money
- King ring: earn money equal to 5% of current balance
- Gold Axe: earn money equal to 50% of points generated of above item
- Golden fruit: after 3 activations, give 10 gold (ONE TIME USE)
- Bishop ring: generate points equal to 20% of the current balance
Rulebender:
- Gift-box: after 3 activations, transform into a rare item
- Dollar-box: transform into a rare item that costs $1 to use
- Pandoras-box: spawn a rare item in an ABOVE shape that has only 1 use
- Boomerang: +1 points. Uses all activations at once.
- Red shield: triggers pulse for all target items
- Green shield: triggers reroll for all target items
Glove items: (Shape transformers)
- Quartz glove: give rook shape to above item
- Ruby glove: give king shape to above item
- Copper glove: give plus shape to above item
- Wooden glove: give plus shape to above item
Card items: (Swappers)
- Star card: shuffle shapes of target items (ONE TIME USE)
- Diamonds card: shuffle traits of target items (ONE TIME USE)
- Spades card: Shuffle positions of target items
Book items: (Slot transformers) (Default shape=ABOVE)
- Book of basics: Convert target slots into normal slots
- Book of shopping: Convert target slots into shop slots
- Book of rerolling: Convert target slots into reroll slots
- Book of farming: Convert target slots into dirt slots
- Empty book: Coverts target slots into NULL slots
Scaling items
- spartan_helmet: give +1 permanent pointsGenerated to a random target item
SPECIAL ITEMS: Cannot be obtained via random generation! Can only be spawned by other items
- grass-item: generates 1 point
- Gold slot: The only slot-type that can hold LEGENDARY items.
- Diamond slot: pulses twice
- Glass-slot: has a 20% chance of breaking on activation
- NOTE: Glass-slots are REALLY easy to generate!
- (eg. generate glass slots in a ROOK shape)
- But they are risky, since they will destroy your items.
- Null-slot: doesn't activate
- Reroll-slot: self-explanatory
- Dirt-slot
- Shop-slot: self-explanatory
- Epic-shop-slot: Shop slot, always spawns items of epic-rarity or above. Only rerolls on
RESETtrigger.
- Reroll-button: click to reroll. Cost=$2 (MAX-USES: 10)
- Activate-button: click to activate plot. Cost=$5 (MAX-USES: 10) yellow-question-mark button
- augment: increase maxActivations by 3
- augment: generate +4 points on activation
- cracked-augment: Is destroyed after X activations
- We need a basic trait system
- We also need descriptions/naming for shapes
- Need descriptions for basic properties
- Need a rarity system, and pass a proper table to
generation:addEntry - Need
activateCostcomponent; for reroll-button
Fruit/food items:
- Consumable items
Potion items:
- Consumable items that are POWERFUL/RULEBENDER
Dark items:
- Related to death somehow
Plant items:
- Related to spawning / growth
Yellow/golden coloured items:
- Related to money somehow
Armor (chestplate/leggings) items:
- Related to creating/destroying/modifing slots
Glove items:
- Related to changing/interfacing with shapes
Helmet items:
- Useless on their own
- Will always interact with other items heavily.
- (IE: Works well with shapes!)