Generate loot items: $ARGUMENTS
Process
- •Analyze context — floor level, enemy type, player class/level, economy state
- •Determine rarity distribution based on source (trash mob, elite, boss, chest)
- •Generate items:
- •Name (themed, evocative)
- •Item type (weapon, armor, accessory, consumable)
- •Stats (damage, defense, speed, special effects)
- •Rarity (common, uncommon, rare, epic, legendary)
- •Flavor text (lore-connected, memorable)
- •Economy balance check — does this item break the meta? Is it too similar to recent drops?
- •Output ScriptableObject data or JSON for the inventory system
Living Economy Rules
- •Track aggregate player behavior across sessions
- •Counter dominant strategies (fire sword meta → spawn ice enemies → generate water loot)
- •Maintain rarity scarcity (legendaries should feel legendary)
- •Theme-appropriate (fire dungeon → fire-resistance gear, ice weapons)