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Magic items now reach players through three surfaces: zone loot drops, Luigi's "Curios" shelf, and combat effects. Effects are formulaic (Rarity scalar x Kind), mirroring the bestiary tuning pass, with an empty magicItemEffectOverlay as the hand-authored refinement path. - magic_items_gameplay.go: rarity index, magic_item_equipped persistence (new table, DnDSlot-keyed), codified effect formula, applyMagicItemEffects combat hook, potion/scroll -> ConsumableDef bridge, !adventure equip-magic - dropZoneLoot: 15% magic-item substitution roll by tier rarity - Luigi's Curios category: daily UTC-seeded 8-item rotation - combat_bridge / combat_session_build: applyMagicItemEffects after passives - consumableDefByName falls through so loot/shop potions auto-resolve - renderDnDSheet: new Magic Items section Equippable items live entirely in the DnDSlot scheme, separate from the legacy tier-gear. Attunement items equip inert until attuned (3-slot cap).
12 KiB
12 KiB