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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.

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.

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