Implement passive relics and six-family defense towers
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@@ -554,11 +554,13 @@ namespace BumpCombat.Progression
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return;
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}
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List<PassiveRelicId> candidates = new(available);
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for (int i = 0; i < shownCount; i++)
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{
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shownRelics[i] = available[i];
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int choiceIndex = Random.Range(0, candidates.Count);
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shownRelics[i] = candidates[choiceIndex];
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candidates.RemoveAt(choiceIndex);
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}
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showingPassiveRelicReward = true;
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selectedIndex = 0;
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titleText.text = "PASSIVE RELIC - CHOOSE ONE";
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@@ -572,6 +574,23 @@ namespace BumpCombat.Progression
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PassiveRelicId.TwinHornTalisman => "01 TWIN HORN TALISMAN\n15% chance: ordinary bump deals 2x damage",
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PassiveRelicId.ResonanceCore => "02 RESONANCE CORE\n8% chance: echo current artifact at 50% damage",
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PassiveRelicId.RuptureSeed => "03 RUPTURE SEED\n25% chance: player kill explodes for 10% max HP",
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PassiveRelicId.WaveNail => "04 WAVE NAIL\n20% hit: 60% bump shockwave",
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PassiveRelicId.CapacitorRing => "05 CAPACITOR RING\n20% hit: chain to 3 for 35% bump",
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PassiveRelicId.EmberWick => "06 EMBER WICK\n25% hit: ignite",
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PassiveRelicId.EmberCarrier => "07 EMBER CARRIER\n30% ignited kill: spread remaining ignite",
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PassiveRelicId.RiftWedge => "08 RIFT WEDGE\n3 bumps on one enemy: vulnerability",
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PassiveRelicId.ExecutionerSigil => "09 EXECUTIONER SIGIL\n25% bump: execute under 10% HP",
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PassiveRelicId.HunterFeather => "10 HUNTER FEATHER\n20% kill: +20% speed for 4s",
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PassiveRelicId.BloodFang => "11 BLOOD FANG\n20% hit: heal 2% max HP",
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PassiveRelicId.RecoveryFunnel => "12 RECOVERY FUNNEL\n25% kill: restore 5% max gauge",
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PassiveRelicId.TrophyMask => "13 TROPHY MASK\nElite kill: +20% bump, +10% speed for 8s",
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PassiveRelicId.ResonantCrystal => "14 RESONANT CRYSTAL\n20% manual use: repeat after 0.5s",
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PassiveRelicId.BackflowHeart => "15 BACKFLOW HEART\nDamage taken: temporary shield",
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PassiveRelicId.CounterBell => "16 COUNTER BELL\n20% HP hit: slow nearby enemies",
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PassiveRelicId.SprintWheel => "17 SPRINT WHEEL\nMove 8 body widths: next bump shockwave",
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PassiveRelicId.BattleBaton => "18 BATTLE BATON\nManual use: boost visible towers",
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PassiveRelicId.BondLedger => "19 BOND LEDGER\nTower kills bumped enemy: +1 build",
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PassiveRelicId.PilgrimPouch => "20 PILGRIM POUCH\n5% kill: healing orb",
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_ => id.ToString(),
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};
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}
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