Initial commit — Station 0 vertical slice in progress
Includes full design documentation (ARCHITECTURE, DESIGN_NOTES, CONTENT_SPEC, PRODUCTION_NOTES) and active Godot 4 / GDScript codebase. Core systems built: player, floor generation, room system, enemy base, body part upgrades, run manager, save system, HUD, EventBus.
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extends Resource
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class_name RunItem
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enum Effect {
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STAT_MOD = 0, # flat stat modifier
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RICOCHET = 1, # projectiles bounce off walls once
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SCATTER = 2, # fire N projectiles in a spread
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EXPLOSIVE = 3, # projectiles explode on hit
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HEAL = 4, # immediate HP restore on pickup, no ongoing effect
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COOLANT_LEAK = 5, # leaves a slow zone on taking damage
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SCRAP_MAGNET = 6, # scrap tokens auto-attract within magnet_radius
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MEMORY_SPIKE = 7, # first projectile per room deals 3x damage
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RUST_COAT = 8, # incoming damage reduced by damage_reduction (min 1)
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STATIC_DISCHARGE = 9, # AoE burst (discharge_radius) on taking damage
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FRAGMENTED_MAP = 10, # reveals one unexplored room on each combat clear
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OVERCLOCK = 11, # fire rate x1.4; every 3rd shot deals 0 damage
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}
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@export var display_name: String = ""
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@export var description: String = ""
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@export var effect: Effect = Effect.STAT_MOD
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# STAT_MOD
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@export var stat_key: String = "" # "speed"|"max_health"|"damage"|"fire_rate"|"range"
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@export var stat_delta: float = 0.0
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# SCATTER
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@export var scatter_count: int = 3
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@export var scatter_spread_deg: float = 20.0
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# EXPLOSIVE
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@export var explosion_radius: float = 64.0
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@export var explosion_damage: float = 2.5
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# HEAL — immediate HP restored on pickup (separate from stat_delta)
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@export var heal_on_pickup: float = 0.0
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# RUST_COAT
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@export var damage_reduction: float = 1.0
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# STATIC_DISCHARGE
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@export var discharge_radius: float = 64.0
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@export var discharge_damage: float = 1.0
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# SCRAP_MAGNET
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@export var magnet_radius: float = 192.0
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