Items, upgrades and sets¶
Use Item for shop stock and Upgrade for level-up stat rewards. Availability and channel policy determine where a definition appears. Explicit authoring switches such as Use Acquisition, Use Pool Constraints and Use Trigger Rules preserve older data when off; enable the appropriate switch before relying on its extended fields.
Pool settings cover tier weights, tag weights, kind-specific slots, family constraints, character preferences/bans, guarantees and banish allowances. Guarantees select from eligible candidates. Full-slot weapon merges and next-tier replacement follow the acquisition/shop rules. Validate each tier and use Offer Odds with the intended character, mode, progress and inventory configuration.
Sets count weapon membership. Duplicate references to one set on a weapon count once. Only the highest reached threshold applies, with the first entry winning an equal threshold. Character policy tags control preferences and bans; inventory tags describe owned content.
Ids connect authoring, views, offers and saves. Keep them stable after shipping. Id comparison is case-sensitive. Within an offer window, duplicate prevention uses ids; inventory counts, combining and sets use definition-object identity. Reuse one asset/definition object for each content entry.
The asset conversion cache preserves repeated references as the same definition object. Treat converted definitions as immutable during a run. Start a fresh run after changing authoring assets; code that deliberately invalidates the cache must re-register its runtime custom handlers on the new graph.
An owned item has an instance id, acquisition/expiry waves, counters and effect leases. Keep Items and ItemInstances aligned: use RunState.AddItem, RemoveItem, ReplaceItem and MergeItems for runtime mutations. Route player-facing changes through RunController so eligibility, triggers and live Field updates also run.
Entry point and reference fields¶
Entry point: Assets/Create/Survivor Roguelite Maker/Content/Item
| Field / API | Purpose |
|---|---|
Kind |
Item for stock, Upgrade for level-up rewards |
MaxOwned |
Owned-copy cap |
LifetimeWaves |
Optional item expiry |
SetDef.Order |
Stable set evaluation order |
SetBonus.Count |
Highest reached threshold only |
Figure¶

Weapon Set inspector with its threshold table and bonuses.
Check your result¶
Validate connected content before starting a new measurement or run. Keep the settings, seed and content version with any result you compare. For code-only adapters, compile against the package version you ship and configure the required authored data before gameplay.