User prompt
Add a new item. His name will be "Frost". Its rarity will be 1/8000. Link item_frost asset to Frost item.
User prompt
Add a new item. His name will be "Smoke". Its rarity will be 1/4000. Link item_smoke asset to Smoke item.
User prompt
Add a new item. His name will be "Quartz". Its rarity will be 1/2000. Link item_quartz asset to Quartz item.
User prompt
If more than one item comes out of the same item, it will accumulate in the inventory. A maximum of 64 can accumulate.
User prompt
Items we buy from Roll are not added to the inventory. Let's make all items addable to the inventory.
User prompt
Let's leave some space between the buttons.
User prompt
Let's slide the roll, collection and inventory button towards the top of the screen.
User prompt
When we press the collection button, the inventory button appears. Let's close this.
User prompt
Let's add an inventory button under the collection button. This button will be connected to roll_btn asset. Items that we cannot remove with a roll will be stored in the inventory.
User prompt
Leveling up has been very difficult. Let's reduce the number of rolls required from 100 to 50
User prompt
Let's add a level bar at the bottom of the screen. Let our level go up with every 100 rolls. Every time we level up, our luck multiplier increases.
User prompt
Add a new item. His name will be "Iron". Its rarity will be 1/1000. Link item_iron asset to Iron item.
User prompt
Let's move the chance events to the left side of the screen.
User prompt
Let's make it compatible for mobile devices
User prompt
Let's place the lucky events in a top center of the screen.
User prompt
Let's print the incoming luck events in the middle of the screen. It doesn't show up because it's off the screen.
User prompt
Let's add random luck events. These will appear on the screen at random times and last for 20 seconds. One of these events increases our chances by 10 times, and the other by 25 times.
User prompt
Add a new item. His name will be "Ash". Its rarity will be 1/512. Link item_ash asset to Ash item.
User prompt
Add a new item. His name will be "Sand". Its rarity will be 1/256. Link item_sand asset to Sand item.
User prompt
Let's add a level system. Let's level up every 100 rolls. As we level up, we're more likely to spawn rarer things. Let's create a UI for the level. Let's see how many levels we are and how much time is left to level up.
User prompt
Let's add a level system. Every time we level up, we're more likely to spawn rarer things.
User prompt
Make the transparency of everything that passes as an asset 100.
User prompt
Add a new item. His name will be "Crystal". Its rarity will be 1/128. Link item_crystal asset to Crystal item.
User prompt
Add a new item. His name will be "Moss". Its rarity will be 1/60. Link item_moss asset to Moss item.
User prompt
When we open the Collection tab, the background disappears completely. Just let the things we need to see in that tab come out
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { collection: [] }); /**** * Classes ****/ // Collection item icon (for collection view) var CollectionIcon = Container.expand(function () { var self = Container.call(this); self.asset = null; self.overlayText = null; self.setItem = function (itemDef, owned) { if (self.asset) { self.removeChild(self.asset); self.asset = null; } if (self.overlayText) { self.removeChild(self.overlayText); self.overlayText = null; } self.asset = self.attachAsset(itemDef.asset, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); self.asset.alpha = 1; if (itemDef.rotation) self.asset.rotation = itemDef.rotation; if (itemDef.overlay) { self.overlayText = new Text2(itemDef.overlay, { size: 60, fill: "#222" }); self.overlayText.anchor.set(0.5, 0.5); self.addChild(self.overlayText); } // If not owned, gray out if (!owned) self.asset.alpha = 0.25;else self.asset.alpha = 1; }; return self; }); // Item display class var ItemDisplay = Container.expand(function () { var self = Container.call(this); self.asset = null; self.overlayText = null; self.setItem = function (itemDef) { // Remove previous if (self.asset) { self.removeChild(self.asset); self.asset = null; } if (self.overlayText) { self.removeChild(self.overlayText); self.overlayText = null; } // Add shape self.asset = self.attachAsset(itemDef.asset, { anchorX: 0.5, anchorY: 0.5 }); self.asset.alpha = 1; if (itemDef.rotation) self.asset.rotation = itemDef.rotation; // Overlay text if needed if (itemDef.overlay) { self.overlayText = new Text2(itemDef.overlay, { size: 120, fill: "#222" }); self.overlayText.anchor.set(0.5, 0.5); self.addChild(self.overlayText); } }; return self; }); // Roll button class var RollButton = Container.expand(function () { var self = Container.call(this); self.bg = self.attachAsset('roll_btn', { anchorX: 0.5, anchorY: 0.5 }); self.bg.alpha = 1; self.label = new Text2("ROLL", { size: 70, fill: "#fff" }); self.label.anchor.set(0.5, 0.5); self.addChild(self.label); // Simple press effect self.down = function (x, y, obj) { tween(self.bg, { scaleX: 0.95, scaleY: 0.95 }, { duration: 80, easing: tween.cubicIn }); }; self.up = function (x, y, obj) { tween(self.bg, { scaleX: 1, scaleY: 1 }, { duration: 80, easing: tween.cubicOut }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Item definitions: id, name, rarity (1 in X), asset, extra (for shape/rotation/text) // We'll overlay text for "hex" // We'll overlay text for "star" // We'll rotate this to look like a triangle /* We will use simple shapes for items (boxes, ellipses) and a "roll" button. Each item will have a unique color and shape for visual distinction. */ // --- State --- var ITEM_DEFS = [{ id: 0, name: "Water", rarity: 2, asset: 'item_box' }, { id: 1, name: "Stone", rarity: 3, asset: 'item_ellipse' }, { id: 2, name: "Flame", rarity: 7, asset: 'item_triangle', rotation: Math.PI / 4 }, { id: 3, name: "Breeze", rarity: 20, asset: 'item_star', overlay: "★" }, { id: 4, name: "Amber", rarity: 50, asset: 'item_hex', overlay: "⬡" }, { id: 5, name: "Moss", rarity: 60, asset: 'item_moss' }, { id: 6, name: "Crystal", rarity: 128, asset: 'item_crystal' }, { id: 7, name: "Sand", rarity: 256, asset: 'item_sand' }, { id: 8, name: "Ash", rarity: 512, asset: 'item_ash' }, { id: 9, name: "Iron", rarity: 1000, asset: 'item_iron' }, { id: 10, name: "Quartz", rarity: 2000, asset: 'item_quartz' }, { id: 11, name: "Smoke", rarity: 4000, asset: 'item_smoke' }, { id: 12, name: "Frost", rarity: 8000, asset: 'item_frost' }]; // --- Luck Event State --- var luckEventActive = false; // true if a luck event is active var luckEventMultiplier = 1; // 1 (normal), 10, or 25 var luckEventTimeout = null; // timeout id for ending event var luckEventLabel = null; // Text2 label for event var luckEventTimerBar = null; // Container for timer bar var luckEventEndTime = 0; // timestamp when event ends // --- Level State --- var level = 1; var rollsThisLevel = 0; var rollsTotal = 0; var levelBar = null; var levelBarLabel = null; var levelBarBg = null; var levelBarFg = null; var levelLuckMultiplier = 1; // Helper: Start a random luck event (10x or 25x) function startLuckEvent(multiplier) { // End any existing event endLuckEvent(); luckEventActive = true; luckEventMultiplier = multiplier; luckEventEndTime = Date.now() + 20000; // 20 seconds from now // Show label if (!luckEventLabel) { luckEventLabel = new Text2("", { size: 80, fill: 0xFFE066 }); luckEventLabel.anchor.set(0.5, 0); LK.gui.top.addChild(luckEventLabel); // Keep level bar UI in sync (in case of external changes) if (levelBarFg && levelBarLabel) { var frac = Math.min(1, rollsThisLevel / 100); levelBarFg.width = 1200 * frac; levelBarLabel.setText("Level " + level + " (" + rollsThisLevel + "/100) Luck x" + levelLuckMultiplier * luckEventMultiplier); } } ; luckEventLabel.visible = true; luckEventLabel.setText(multiplier === 25 ? "💎 ULTRA LUCK! 25x odds for 20s!" : "🍀 LUCKY! 10x odds for 20s!"); luckEventLabel.x = 180; luckEventLabel.y = 340; // Show timer bar if (!luckEventTimerBar) { luckEventTimerBar = new Container(); luckEventTimerBar.bg = LK.getAsset('item_box', { anchorX: 0, anchorY: 0 }); luckEventTimerBar.bg.width = 600; luckEventTimerBar.bg.height = 30; luckEventTimerBar.bg.alpha = 0.2; luckEventTimerBar.addChild(luckEventTimerBar.bg); luckEventTimerBar.fg = LK.getAsset('item_box', { anchorX: 0, anchorY: 0 }); luckEventTimerBar.fg.width = 600; luckEventTimerBar.fg.height = 30; luckEventTimerBar.fg.alpha = 0.7; luckEventTimerBar.fg.tint = 0xffe066; luckEventTimerBar.addChild(luckEventTimerBar.fg); LK.gui.top.addChild(luckEventTimerBar); } luckEventTimerBar.visible = true; luckEventTimerBar.x = 180; luckEventTimerBar.y = 440; // Set timeout to end event luckEventTimeout = LK.setTimeout(function () { endLuckEvent(); }, 20000); } // Helper: End the luck event function endLuckEvent() { luckEventActive = false; luckEventMultiplier = 1; if (luckEventTimeout) { LK.clearTimeout(luckEventTimeout); luckEventTimeout = null; } if (luckEventLabel) luckEventLabel.visible = false; if (luckEventTimerBar) luckEventTimerBar.visible = false; } // Helper: Schedule the next random luck event function scheduleNextLuckEvent() { // Next event in 20-40 seconds var nextIn = 20000 + Math.random() * 20000; LK.setTimeout(function () { // 50% chance for 10x, 50% for 25x var multiplier = Math.random() < 0.5 ? 10 : 25; startLuckEvent(multiplier); // Schedule next event after this one ends LK.setTimeout(scheduleNextLuckEvent, 20000); }, nextIn); } // Start the first luck event timer scheduleNextLuckEvent(); // Helper: get item by id function getItemDef(id) { for (var i = 0; i < ITEM_DEFS.length; ++i) { if (ITEM_DEFS[i].id === id) return ITEM_DEFS[i]; } return null; } var collection = storage.collection || []; // array of owned item ids var lastRollResult = null; // id of last rolled item var rolling = false; // is animation running var showCollection = false; // --- UI Elements --- // Level bar UI (bottom of screen) levelBar = new Container(); levelBarBg = LK.getAsset('item_box', { anchorX: 0.5, anchorY: 0.5 }); levelBarBg.width = 1200; levelBarBg.height = 60; levelBarBg.alpha = 0.18; levelBar.addChild(levelBarBg); levelBarFg = LK.getAsset('item_box', { anchorX: 0.5, anchorY: 0.5 }); levelBarFg.width = 1200; levelBarFg.height = 60; levelBarFg.alpha = 0.7; levelBarFg.tint = 0x44e0ff; levelBar.addChild(levelBarFg); levelBarLabel = new Text2("", { size: 48, fill: "#fff" }); levelBarLabel.anchor.set(0.5, 0.5); levelBar.addChild(levelBarLabel); levelBar.x = 2048 / 2; levelBar.y = 2732 - 100; game.addChild(levelBar); // Title var titleTxt = new Text2("Loot Roll", { size: 120, fill: "#fff" }); titleTxt.anchor.set(0.5, 0); LK.gui.top.addChild(titleTxt); // Rarity info var rarityTxt = new Text2("", { size: 60, fill: "#fff" }); rarityTxt.anchor.set(0.5, 0); LK.gui.top.addChild(rarityTxt); // Main item display var itemDisplay = new ItemDisplay(); itemDisplay.x = 2048 / 2; itemDisplay.y = 900; game.addChild(itemDisplay); // Item name display (shows the rolled item's name) var itemNameTxt = new Text2("", { size: 90, fill: "#fff" }); itemNameTxt.anchor.set(0.5, 0); itemNameTxt.x = 2048 / 2; itemNameTxt.y = itemDisplay.y + 220; // Place below the item display game.addChild(itemNameTxt); // Roll button var rollBtn = new RollButton(); rollBtn.x = 2048 / 2; rollBtn.y = 1400; // moved up from 1800 game.addChild(rollBtn); // "Show Collection" button var showCollBtn = new Container(); var showCollBg = showCollBtn.attachAsset('roll_btn', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.7 }); showCollBg.alpha = 1; var showCollLabel = new Text2("COLLECTION", { size: 48, fill: "#fff" }); showCollLabel.anchor.set(0.5, 0.5); showCollBtn.addChild(showCollLabel); showCollBtn.x = 2048 / 2; showCollBtn.y = 1600; // moved up from 2050 game.addChild(showCollBtn); // --- Inventory Button and State --- // inventory is now an array of objects: { id: <itemId>, count: <number> } var inventory = []; var inventoryBtn = new Container(); var inventoryBg = inventoryBtn.attachAsset('roll_btn', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.7 }); inventoryBg.alpha = 1; var inventoryLabel = new Text2("INVENTORY", { size: 48, fill: "#fff" }); inventoryLabel.anchor.set(0.5, 0.5); inventoryBtn.addChild(inventoryLabel); // Place inventory button under collection button inventoryBtn.x = 2048 / 2; inventoryBtn.y = showCollBtn.y + 170; // will now be 1770, higher up game.addChild(inventoryBtn); // Collection view overlay var collectionOverlay = new Container(); collectionOverlay.visible = false; game.addChild(collectionOverlay); // "Back" button for collection var backBtn = new Container(); var backBg = backBtn.attachAsset('roll_btn', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); backBg.alpha = 1; var backLabel = new Text2("BACK", { size: 48, fill: "#fff" }); backLabel.anchor.set(0.5, 0.5); backBtn.addChild(backLabel); backBtn.x = 2048 / 2; backBtn.y = 2500; collectionOverlay.addChild(backBtn); // Collection grid var collectionIcons = []; function updateCollectionGrid() { // Remove old for (var i = 0; i < collectionIcons.length; ++i) collectionOverlay.removeChild(collectionIcons[i]); collectionIcons = []; // Layout: 3 per row, centered var perRow = 3; var spacing = 320; var startX = 2048 / 2 - spacing; var startY = 600; for (var i = 0; i < ITEM_DEFS.length; ++i) { var item = ITEM_DEFS[i]; var owned = collection.indexOf(item.id) !== -1; var icon = new CollectionIcon(); icon.setItem(item, owned); icon.x = startX + i % perRow * spacing; icon.y = startY + Math.floor(i / perRow) * spacing; // Name and rarity var nameTxt = new Text2(item.name, { size: 36, fill: "#fff" }); nameTxt.anchor.set(0.5, 0); nameTxt.x = 0; nameTxt.y = 90; icon.addChild(nameTxt); var rareTxt = new Text2("1 in " + item.rarity, { size: 28, fill: "#aaa" }); rareTxt.anchor.set(0.5, 0); rareTxt.x = 0; rareTxt.y = 130; icon.addChild(rareTxt); collectionOverlay.addChild(icon); collectionIcons.push(icon); } } // --- Functions --- function updateMainDisplay() { // Show last rolled item or first item var itemId = lastRollResult !== null ? lastRollResult : 0; var itemDef = getItemDef(itemId); itemDisplay.setItem(itemDef); // Show name and rarity rarityTxt.setText(itemDef.name + " • 1 in " + itemDef.rarity); // Show item name below the item display itemNameTxt.setText(itemDef.name); } function rollForItem() { // Weighted random roll, apply luck event and level multipliers var totalWeight = 0; for (var i = 0; i < ITEM_DEFS.length; ++i) { var rarity = ITEM_DEFS[i].rarity; // Apply multiplier: only to rarest item (lowest odds, highest rarity) var effectiveRarity = rarity; if (i === ITEM_DEFS.length - 1) { effectiveRarity = Math.max(1, Math.floor(rarity / (levelLuckMultiplier * luckEventMultiplier))); } totalWeight += 1 / effectiveRarity; } var r = Math.random() * totalWeight; var acc = 0; for (var i = 0; i < ITEM_DEFS.length; ++i) { var rarity = ITEM_DEFS[i].rarity; var effectiveRarity = rarity; if (i === ITEM_DEFS.length - 1) { effectiveRarity = Math.max(1, Math.floor(rarity / (levelLuckMultiplier * luckEventMultiplier))); } acc += 1 / effectiveRarity; if (r <= acc) return ITEM_DEFS[i].id; } return ITEM_DEFS[ITEM_DEFS.length - 1].id; } function animateRoll(resultId) { rolling = true; // Flash through random items, then land on result var flashes = 12; var flashTime = 60; var i = 0; function flashNext() { if (i < flashes) { var fakeId = Math.floor(Math.random() * ITEM_DEFS.length); itemDisplay.setItem(getItemDef(fakeId)); ++i; LK.setTimeout(flashNext, flashTime); } else { // Land on result itemDisplay.setItem(getItemDef(resultId)); // Animate scale itemDisplay.scale.set(1.2, 1.2); tween(itemDisplay, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.bounceOut }); rolling = false; updateMainDisplay(); } } flashNext(); } // --- Event Handlers --- // Roll button rollBtn.down = function (x, y, obj) { if (rolling || showCollection) return; // Call the original RollButton.down (the class method), not this event handler if (typeof RollButton.prototype.down === "function") { RollButton.prototype.down.call(rollBtn, x, y, obj); } }; rollBtn.up = function (x, y, obj) { if (rolling || showCollection) return; // Do roll var resultId = rollForItem(); lastRollResult = resultId; // Add to collection if new if (collection.indexOf(resultId) === -1) { collection.push(resultId); storage.collection = collection; } // Add all rolled items to inventory, accumulate up to 64 per item var itemDef = getItemDef(resultId); if (itemDef) { // Find if item already exists in inventory var found = false; for (var i = 0; i < inventory.length; ++i) { if (inventory[i].id === resultId) { if (inventory[i].count < 64) { inventory[i].count += 1; } found = true; break; } } if (!found) { inventory.push({ id: resultId, count: 1 }); } } animateRoll(resultId); updateMainDisplay(); // --- Level logic --- rollsTotal += 1; rollsThisLevel += 1; var leveledUp = false; if (rollsThisLevel >= 50) { level += 1; rollsThisLevel = 0; leveledUp = true; // Increase level-based luck multiplier levelLuckMultiplier += 1; // Flash level bar to indicate level up LK.effects.flashObject(levelBarFg, 0xffe066, 800); } // Update level bar UI var frac = Math.min(1, rollsThisLevel / 50); levelBarFg.width = 1200 * frac; levelBarLabel.setText("Level " + level + " (" + rollsThisLevel + "/50) Luck x" + levelLuckMultiplier * luckEventMultiplier); // Call the original RollButton.up (the class method), not this event handler if (typeof RollButton.prototype.up === "function") { RollButton.prototype.up.call(rollBtn, x, y, obj); } }; // Show collection showCollBtn.down = function (x, y, obj) { if (rolling) return; showCollBg.scaleX = 0.95; showCollBg.scaleY = 0.95; }; showCollBtn.up = function (x, y, obj) { if (rolling) return; showCollBg.scaleX = 1; showCollBg.scaleY = 1; showCollection = true; collectionOverlay.visible = true; updateCollectionGrid(); // Hide main UI elements when collection is open titleTxt.visible = false; rarityTxt.visible = false; itemDisplay.visible = false; itemNameTxt.visible = false; rollBtn.visible = false; showCollBtn.visible = false; inventoryBtn.visible = false; }; // Back from collection backBtn.down = function (x, y, obj) { backBg.scaleX = 0.95; backBg.scaleY = 0.95; }; backBtn.up = function (x, y, obj) { backBg.scaleX = 1; backBg.scaleY = 1; showCollection = false; collectionOverlay.visible = false; // Restore main UI elements when leaving collection titleTxt.visible = true; rarityTxt.visible = true; itemDisplay.visible = true; itemNameTxt.visible = true; rollBtn.visible = true; showCollBtn.visible = true; inventoryBtn.visible = true; }; // --- Inventory Overlay --- var inventoryOverlay = new Container(); inventoryOverlay.visible = false; game.addChild(inventoryOverlay); // "Back" button for inventory var invBackBtn = new Container(); var invBackBg = invBackBtn.attachAsset('roll_btn', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); invBackBg.alpha = 1; var invBackLabel = new Text2("BACK", { size: 48, fill: "#fff" }); invBackLabel.anchor.set(0.5, 0.5); invBackBtn.addChild(invBackLabel); invBackBtn.x = 2048 / 2; invBackBtn.y = 2500; inventoryOverlay.addChild(invBackBtn); // Inventory grid var inventoryIcons = []; function updateInventoryGrid() { // Remove old for (var i = 0; i < inventoryIcons.length; ++i) inventoryOverlay.removeChild(inventoryIcons[i]); inventoryIcons = []; // Layout: 3 per row, centered var perRow = 3; var spacing = 320; var startX = 2048 / 2 - spacing; var startY = 600; for (var i = 0; i < inventory.length; ++i) { var invEntry = inventory[i]; var itemId = invEntry.id; var itemCount = invEntry.count; var item = getItemDef(itemId); if (!item) continue; var icon = new CollectionIcon(); icon.setItem(item, true); icon.x = startX + i % perRow * spacing; icon.y = startY + Math.floor(i / perRow) * spacing; // Name and rarity var nameTxt = new Text2(item.name, { size: 36, fill: "#fff" }); nameTxt.anchor.set(0.5, 0); nameTxt.x = 0; nameTxt.y = 90; icon.addChild(nameTxt); var rareTxt = new Text2("1 in " + item.rarity, { size: 28, fill: "#aaa" }); rareTxt.anchor.set(0.5, 0); rareTxt.x = 0; rareTxt.y = 130; icon.addChild(rareTxt); // Show count if more than 1 if (itemCount > 1) { var countTxt = new Text2("x" + itemCount, { size: 40, fill: 0xFFE066 }); countTxt.anchor.set(1, 1); countTxt.x = 90; countTxt.y = 90; icon.addChild(countTxt); } inventoryOverlay.addChild(icon); inventoryIcons.push(icon); } } // Inventory button handlers inventoryBtn.down = function (x, y, obj) { inventoryBg.scaleX = 0.95; inventoryBg.scaleY = 0.95; }; inventoryBtn.up = function (x, y, obj) { inventoryBg.scaleX = 1; inventoryBg.scaleY = 1; if (rolling) return; showCollection = false; collectionOverlay.visible = false; inventoryOverlay.visible = true; updateInventoryGrid(); // Hide main UI elements when inventory is open titleTxt.visible = false; rarityTxt.visible = false; itemDisplay.visible = false; itemNameTxt.visible = false; rollBtn.visible = false; showCollBtn.visible = false; inventoryBtn.visible = false; }; // Inventory back button handlers invBackBtn.down = function (x, y, obj) { invBackBg.scaleX = 0.95; invBackBg.scaleY = 0.95; }; invBackBtn.up = function (x, y, obj) { invBackBg.scaleX = 1; invBackBg.scaleY = 1; inventoryOverlay.visible = false; // Restore main UI elements when leaving inventory titleTxt.visible = true; rarityTxt.visible = true; itemDisplay.visible = true; itemNameTxt.visible = true; rollBtn.visible = true; showCollBtn.visible = true; inventoryBtn.visible = true; }; // --- Initial State --- updateMainDisplay(); collectionOverlay.visible = false; // --- Level bar initial state --- rollsThisLevel = 0; level = 1; levelLuckMultiplier = 1; levelBarFg.width = 0; levelBarLabel.setText("Level 1 (0/50) Luck x1"); // --- GUI Layout --- titleTxt.x = 2048 / 2; titleTxt.y = 40; rarityTxt.x = 2048 / 2; rarityTxt.y = 200; // --- Touch Handling (prevent drag) --- game.move = function (x, y, obj) {}; game.down = function (x, y, obj) {}; game.up = function (x, y, obj) {}; // --- Game Update --- game.update = function () { // Update luck event timer bar if active if (luckEventActive && luckEventTimerBar && luckEventTimerBar.visible) { var now = Date.now(); var total = 20000; var left = Math.max(0, luckEventEndTime - now); var frac = left / total; luckEventTimerBar.fg.width = 600 * frac; if (left <= 0) { endLuckEvent(); } } };
===================================================================
--- original.js
+++ change.js
@@ -195,8 +195,13 @@
id: 11,
name: "Smoke",
rarity: 4000,
asset: 'item_smoke'
+}, {
+ id: 12,
+ name: "Frost",
+ rarity: 8000,
+ asset: 'item_frost'
}];
// --- Luck Event State ---
var luckEventActive = false; // true if a luck event is active
var luckEventMultiplier = 1; // 1 (normal), 10, or 25
Water. In-Game asset. 2d. High contrast. No shadows
Stone. In-Game asset. 2d. High contrast. No shadows
Flame. In-Game asset. 2d. High contrast. No shadows
Breeze. In-Game asset. 2d. High contrast. No shadows
Ember. In-Game asset. 2d. High contrast. No shadows
light green moss. In-Game asset. 2d. High contrast. No shadows
Crystal. In-Game asset. 2d. High contrast. No shadows
sand. In-Game asset. 2d. High contrast. No shadows
Gray ash. In-Game asset. 2d. High contrast. No shadows
Iron bar. In-Game asset. 2d. High contrast. No shadows
Rectangular button. In-Game asset. 2d. High contrast. No shadows
Quartz. In-Game asset. 2d. High contrast. No shadows
smoke. In-Game asset. 2d. High contrast. No shadows
Frozen human. In-Game asset. 2d. High contrast. No shadows
Thunder. In-Game asset. 2d. High contrast. No shadows
Vine. In-Game asset. 2d. High contrast. No shadows
spark. In-Game asset. 2d. High contrast. No shadows
lucky pebble. In-Game asset. 2d. High contrast. No shadows
Fortune Leaf. In-Game asset. 2d. High contrast. No shadows